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Hotwingz

Alpha Team Vanguard
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  1. Like
    Hotwingz reacted to Phroshy in Air voxels   
    Why would you think you'd need to roleplay to enjoy the game? DU very much has a focus on economic rivalry and complex politics as driving the gameplay, something SL never really had; at least not as a driver of a grander game. I've played both SL and MMOs in a similar vein as DU (most notably Wurm Online), and I can assure you the concept does very much work without the need for roleplay. It certainly doesn't hinge on minute game mechanic details like "air voxels", all it really needs is a market where most to everything is player-created and progress that is slow and difficult unless you work together with lots of other players, the rest pretty much just falls in place by itself. 
     
    How many players DU will attract will of course depend on how fun and diverse various game mechanics are. But in the mentioned example, Wurm Online, literally every activity is slow, tedious, and bland, and the game still somehow manages to hold thousands of active players (who pay a monthly subscription and some buy in-game cash on top of that). And I've played the game for quite a bit, simply because it gives you a sense of purpose that traditional MMOs can't provide.
     
     
    Your other point, that 500,000 € isn't enough to finance the game: Yes, obviously it isn't. The kickstarter is a challenge by NQ's investors, in order to gauge if and how much gamers even care about the project. JC said that they were promised the necessary funding to complete the game (with full creative control) if they can meet the kickstarter goal.
  2. Like
    Hotwingz got a reaction from Leonis in Hey guys, new video!   
    Hurray, NQ released a new video!
    I havent watched it yet but it promises to be very cool.
     
    http://www.mmorpg.com/mobile/news.cfm/read/41538/ismb/1/Dual-Universe-Exclusive-Multiplayer-Video.html
     
    https://youtu.be/0S7sjAoIFMQ
     
    Hmm for some reason it doesnt imbed this time.
  3. Like
    Hotwingz got a reaction from ostris in Hey guys, new video!   
    Yes but you can see several people on several platforms move on their own plane.
     
    Its an effective demonstration of the multi crew tech. Not very flashy though.
  4. Like
    Hotwingz reacted to Pang_Dread in Air voxels   
    Well to be fair its also the pre alpha forums of a KS project by a small indie Dev studio. There's a limit to what they can do. Also take into consideration the type of game they are making. Some mechanics and features might not fit the vision of the project.
     
    Also if you're going to suggest ideas and ask for things, then you open yourself to have others state their opinions on your ideas. So its not really good form to get personal and condescending when others don't agree that your idea is the greatest thing since sliced bread.
  5. Like
    Hotwingz got a reaction from Pang_Dread in NO MONTHLY SUB. PLEASE!!   
    You are advocating for a publisher to help out and THESE are the publishers you come up with?! 
    Not sure for how long you have followed the genre but none of these publishers are willing to build a game like DU. If any of these publishers are involved DU wont be DU. *insert coin to proceed*
     
    EA...Microsoft...Nexon?! Tencent, Ubisoft man if I werent laughing so loud....
  6. Like
    Hotwingz reacted to BliitzTheFox in Cities   
    A city draws people in because of services and because it is cheaper. Services that require many people to be supported can only be in major cities as people have the easiest access to them. Typically in real world cities the first service any town is able to support is a bar (rough population 75-150) and a small town may have two before even a gas station. Bigger services that have more coverage such as lawyers, accountants, specialized dealers all must serve a larger number of people and area in order to stay in business. 
    The threshold is the minimum number of customers the market or service needs to remain in business; where as, the range is the maximum distance a customer is willing to travel for a market or service.
     
    you wouldn't drive 30 miles to go to a McDonalds, but you would to go to a lawyer
     
    Its really nice when you actually get to use what you learned in AP Human Geography.
  7. Like
    Hotwingz got a reaction from BliitzTheFox in NO MONTHLY SUB. PLEASE!!   
    You are advocating for a publisher to help out and THESE are the publishers you come up with?! 
    Not sure for how long you have followed the genre but none of these publishers are willing to build a game like DU. If any of these publishers are involved DU wont be DU. *insert coin to proceed*
     
    EA...Microsoft...Nexon?! Tencent, Ubisoft man if I werent laughing so loud....
  8. Like
    Hotwingz got a reaction from Anonymous in LUA:D Universe? Secret fact about the game logo...   
    I think it has more to do with the concept of duality.
    https://en.m.wikipedia.org/wiki/Duality
     
    And the fact that DU is meant to be its own seperate reality from real life.
  9. Like
    Hotwingz reacted to Leonis in Greetings! Should I back this game?   
    I would double it MAN.
     
    As if:

  10. Like
    Hotwingz reacted to wizardoftrash in NO MONTHLY SUB. PLEASE!!   
    Any thread where I have to drag out the dead horse is a good time.
  11. Like
    Hotwingz got a reaction from Schoff in Another SWG/sandbox lost soul checking in   
    Hello
     
    We've talked a bit already but, welcome!
    I think we have quite a bit of SW refugees around here.
     
    You know when Smedley said:' You can come home now.' He was actually talking about DU.
  12. Like
    Hotwingz got a reaction from Pang_Dread in Another SWG/sandbox lost soul checking in   
    Hello
     
    We've talked a bit already but, welcome!
    I think we have quite a bit of SW refugees around here.
     
    You know when Smedley said:' You can come home now.' He was actually talking about DU.
  13. Like
    Hotwingz got a reaction from wizardoftrash in DevBlog: Monetization, player happiness and economic viability   
    Out of curiosity, what is your goal on this forum?
     
    Convince the devs to change their business plan?
    Because that aint gonna happen.
  14. Like
  15. Like
    Hotwingz reacted to Daphne Jones in LUA:D Universe? Secret fact about the game logo...   
    The tai ji (yin/yang) is very different from duality. The wu ji (oneness) gives rise to the tai ji (polarity in balance). The yin and yang are opposite poles of the same wu ji.
     
    Duality postulates an ideal universe whose elements are ideas which give rise to the physical items of the real universe. It is often misinterpreted as good v. evil (as in the ideal universe is heaven to the real universe's hell)
     
     
    Linden Labs (Second Life) would almost certainly have sued for trademark infringment if NQ had named it second universe - in fact US trademark law would have required them to sue.
  16. Like
    Hotwingz reacted to wizardoftrash in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    Ok, I think I understand what is going on here. I'll bring a fresh perspective to the table. Here is my guess.
     
    CvC pvp is not on the table as a launch feature because they want to hire someone who's main job will be building CvC. To have enough money to hire that person, they need to hit their stretch goal.
     
    This may not be a matter of allocation of time here. In theory a small team COULD reallocate their time to develop CvC before other game features assuming they all havr the same versatile skillset, but that is not realistic. Right now, you probably have team members contributing to the game in the areas that they specialize in, and that skillset is enough for the game with its current launch features to be out on-time in its current budget.
     
    But lets say it will take one of those members twice or three times as long to develop the CvC as someone who could be brought in and is already experienced in those kinds of mechanics? Not only is reallocating that dev's time groselly inefficient, but the dev wouldn't be working on the parts of the game that they are good at, and possibly wouldn't be doing to job they thoight they signed up for. If Dev A loves working on multiplayer code, Dev B loves working on the building engine, and Dev C loves and specializes in building world gen algorythms, how do you think Dev C would like it if the owner went and said
     
    "hey Dev C, the fans want CvC combat more than they want new biomes. 3/4th of our projected biomes will now be a stretch goal, you are going to build CvC for the next two years"
     
    If I were Dev C, i might not be working for them anymore. They might be fixed on hiring someone to build CvC because their current team simply don't want to build it first. Its not our game, its their game.
     
    Ok, so lets pretend for a second that the game gets finded (likely) and they don't hit their first stretch goal (unlikely).
    You are concerned that they won't be able to test CvC during alpha and beta of it isn't added till launch (true) and that they won't be able to test it after launch (false). Deff harder to test, but not impossible.
     
    Combat simulators, a possibel mini-gams of sorts where a player sits in a simulator pod, uploads their blueprint to the simulator, and fights against other players CvC without actually risking their ships. They would use this to test iterations of the combat system and balance it before players start having real engagements. Alternatively, they enable CvC just in some zones during the testing phase, and gradually expand the area as it improves.
     
    We all want CvC, we all want it on launch and in beta, we want it to be really meet, and I'm sure the Devs do too. They MUST have a good reason for making this a stretch goal, you will just need to respect that.
  17. Like
    Hotwingz got a reaction from Alsan Teamaro in What about art and artists?   
    Because I work with music myself I agree that it would be nice being able to create music in the game. But because of my background I also realise how difficult the subject is. Lets argue that NQ is able to implement their version of a music composing program it would be a mine field legally. The industry does not like people making copies of licensed music and it gets even more ugly because NQ would be technically making money from it.
     
    I'm not a lawyer so there might be some loophole. But as far as I know it would be an uncomfortable situation. Thats not even touching on the subject of it being a smart investment of resources.
     
    Uploading your own music is equally tricky. Someone would have to approve it. Althoug I dont think its impossible to have an algorithm that can identify songs.
    Something like shazam. Again you would have to avoid uploading copyrighted content. Its not like streaming songs.
     
    In the end its always a cost vs benefit situation. Would it be cool? Hell yeah.
    No doubt about that.
  18. Like
    Hotwingz reacted to Anaximander in What about art and artists?   
    Giant space hooliganism
  19. Like
    Hotwingz reacted to Anaximander in What about art and artists?   
    That's what I also expect, mosaics or frescos on the wall, with some clever use of color-bleeding between micro-voxels (which given how the engine handles, are totally possible as it seems).
  20. Like
    Hotwingz reacted to wizardoftrash in Announcing The Interstellar Hovercraft Races!   
    This sounds fantastic! I'm hoping the contract system will be robust enough to allow a space race mechanism to work.
     
    Plus this gives builders two big genres to explore: hover racers and race tracks. This is a HUGE conceptual contribution!
     
    Depending on where the races take place, you might have a zone where the TU's permissions allow or are susceptible to outside tampering, so racers might have an incentive to add shields to their construct despite weapons not being allowed. Similarly, there could even be an underground circuit where weapons ARE permitted.
  21. Like
    Hotwingz got a reaction from wizardoftrash in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    @Ostris the way combat will be implemented at launch has also been explained already.
     
    I realise not everyone has the same amount of time to "research" their pet projects. I really do. But that again is not really NQ's fault. They put the information out there they cant force you to read or listen to it. And for a game that is pre alpha, we have a lot more information available to us then some games a month before launch.
     
    And nobody is telling you what you can or can not talk about on this forum. By all means you can try to convince the devs of your point of view. Just accept that if you make a thread, there will always be people with different opinions. If you dont want to deal with that then you need a blog, not a forum.
     

  22. Like
    Hotwingz got a reaction from Xplosiv in Announcing The Interstellar Hovercraft Races!   
    Ok then set 2 easy requirements.
     
    Total mass limits and widt limits.
     
    What else do you need to control?
     
    I think the tricky part will be keeping track of who passes the checkpoints.
    JC has spoken about transponder units maybe this unit can ping the checkpoint unit to log the vehicle passing through.
     
    There are some details that need to be worked out but in essence I dont think there is much stopping us from having a grand prix.
  23. Like
    Hotwingz got a reaction from Phroshy in First in game credits/money   
    I can see the 2 sides of the debate having valid points.
     
    On 1 hand if cash keeps entering the system we might end up with a bread costing millions of credits. Ala Mobutu's Zaire back in the day.
     
    On the other hand if the amount of currency is fixed you might end up with a situation where you cant buy a bread for 1 credit. I mean the 1 credit being undividable to reduce into the price of a bread. Leading to a situation where you have to fall back on barter trade. Wich sounds good at first glance but it is an unwieldly system.
     
    Personally I dont know what the best solution is.
     
    Perhaps some form of hybrid system.
    A fixed circulation with periodical injections of credits in proportion to the active amount of credits in circulation. Hoarding and inactive accounts are factors to take into account as far as I understand the situation.
  24. Like
    Hotwingz got a reaction from DarkTemplar in How hard (or easy) will it be to earn DAC?   
    In my opinion the best compromise I have read so far (somewhere) is to make DAC bind on pick up ish.
     
    Player A buys DAC from NQ.
    Player A sells DAC to player B.
    Player B can only use DAC for game time.
    Player B will not be able to resell it.
     
    This solves everything as far as I can tell. Player A gets his in game currency.
    Player B gets his game time. And DAC will be used for what its intended. To pay for game time.
     
    Everybody wins.
  25. Like
    Hotwingz got a reaction from Phroshy in Naming Planets and Star Systems   
    I think the comparison with real life breaks on the scale of time.
     
    In real life regions dont flip ownership as fast as potentially in the game.
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