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Schoff

Alpha Tester
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  1. Like
    Schoff reacted to JohnnyTazer in “Marketplace Heist” Response   
    Grow up. All they had to do was report the bug. If you use bugs for gain without reporting I have no sympathy for those banned. Good riddance. 
  2. Like
    Schoff reacted to Samlow in “Marketplace Heist” Response   
    Man guys, be real. They didnt expose a bug. They broke down a market including its link to the market system which was never intended to be deleted. They never reported, they only intended to break and remove. 

    Hilarious would've been leave it intact but add something funny to it like a meme.
  3. Like
    Schoff reacted to Miamato in Food and Water   
    I want to have farm with cows, tomatoes, salad, cucumbers, some other vegetables, craft burgers and coke, sell it in my fast-food base. Then when it becomes popular, poison all burgers with uranium, all visitors die and I grab everything that was in their pockets. Then drink a glass of whiskey watching sunset of twin-stars, get into my ship and begin new life... build a church to help poor, teach them how to grow tomatoes and cows... find some new uranium deposit...  
  4. Like
    Schoff reacted to Emma Roid in Travel, Big ships & Blueprints   
    I am really looking forward to the pre-alpha, but as an 8-year Eve Online veteran and almost 2 years of Space Engineers I have a few concerns/recommandations. I am curious how other people think about this, and if the devs said anything regarding these topics.
     
    My concerns are: 
    Travel should be slow Large ships should be full of equipment Blueprint use should be limited.  
    Let me explain :).
     
    Travel
    In Eve online you can go to the central trading hub (Jita) with a couple of carriers or jumpfreighters in less than an hour from anywhere in the 7500 systems. 
    The introduction of cariers, jump freighters and jump beacon networks (over the years) killed off local trade hubs, and most of the deep space industry. Deep space / 0.0 is now mostly just used for (moon)mining and alliance wars. Trading is mostly limited to the center zone and the profit margins are so low most people do not bother. It also had the side-effect that empires got too big: it is so easy to have fast moving roving fleets cross the universe the empires got bigger and bigger. I miss the early years where you could set out with a group of friends, find yourself an empty solar-system and build yourselves a home. Those days are long gone in Eve-Online: you have to negotiate a rent from an empire, then mine your ass off paying that rent, or you sign up for endless grinding fleet service but never fight for your own home. (this is why I stopped with Eve-online a few years ago)
    To avoid this, travel should be slow:
    I think we should not have stargates in this game: that would make big empires too easy. People would just restrict their use to their own alliance to get a war advantage. I think 12 hours flying or so to the next solar-system is fine to start with (was mentioned in one of the videos). Maybe you can introduce a warp drive so that travel to moons and panets within a solarsystem is a bit quicker, but to the next solar system should take hours (at least 1 or 2 hours I would say, enough so that it is a real expedition, not just a little hop and back). This makes trade more viable, with better profit margins (you could even pay for getting your ship moved while you are offline?: dock it in a huge ship as in the Dune books for instance?)
    As long as all the basic building components can be found in each solar system there is no need for fast travel. Slow travel will create many local economies instead of one big one, give room for real exploring, make trade and local industry viable. It will make the universe feel big. It will also mean that many people from two sides of the universe will never meet, but I see that as a plus, not a problem.
     
    Big ships
    In Space engineers, when you build a really big battleship, it is mostly empty space: the power plants, oxygen plants, etc. take very little space. For the rest its an endless repeat of engines and guns, but they slap on on the outside. Inside it is mostly empty space. I do not like that. This way there is no real reason to build a big battleship other than the look: a smaller one is just as strong, and easier to armor.
    I would suggest that in DU the equipment should be BIG. And I would also suggest lots of supporting equipement.
    For Instance: say a large shield generator can be made stronger with one or more capaciters to handle peak loads, and they need 1 or more cooling systems so it overloads slower, they all need to be linked to a control unit to configure these settings, but they need to physically close to work. Then add that when a shield generator overloads, it explodes (seems very reasonable). This forces you to armor the room on the inside. Follow up with making the shield area it covers a limited sized disk, not a sphere. The effect will be that if you want a battleship to be shielded, you need a series of armored rooms full of equipment.
    Repeat this type of thing for large guns, engines, power supply, sensor arrays etc, and you get a naturally big ship. I think a large ship focused for battle should just have room for living quarters and a few small ship bays, but for the rest be full of equipment.
    (I am speculating stuff like this fits with the game engine, and should not take much performance as the supporting equipment can just be calculated through as improved stats for the shield module).
    A positive side effect is that large trading ships - that DO need lots of empty space - will always be more vulnerable than a battleship of the same size.
     
    Blueprints
    I like the blueprint idea to store and recreate your personal designs. But I think it is a bad idea to make mass production too easy (also an experiance from Eve online). In the end somebody will come up with an optimal design for a small scout, miner, fighter etc, and then everyone will just endlessly copy that design. I think we all want there to be lots of variations in ship design.
    Standards might still happen, but I think we can fight to keep diversity by limiting the blueprint functionality. One way of doing this would be to make the use difficult (as in Space Engineers you see the blueprint in space, and then have to slowly welt it together from the inside out: very hard to do for large blueprints). You could also make it so that you can reproduce your blueprint, but only 1 reproduced ship of the blueprint can exists in DU: that way you limit it to personal use as a sort of 'save game', but not stimulate mass production. Wat would be the dead of ship variation is the buying and selling of blueprints, I hope we do not get that.
    As I expect some wipes in the alpha and beta phases of the game the blueprint is a great help, but personally I hope that it is dropped when the game is out for real. Losing a ship should hurt, and not just for the materials: it should take time and effort to create a new one. 
    This will limit piracy, because it makes piracy more time-consuming and harder to make profitable, and it will limit war: nobody is going to trow their hard-build ships away because an alliance leader has a temper tantrum. War will come when a group of people feel it is a just cause.
     
    Ok, so far the 3 topics running through my mind lately. How do others feel on these topics? Is this all old news and already sorted? 
     
     
  5. Like
    Schoff got a reaction from Ben Fargo in Travel, Big ships & Blueprints   
    I can't say whether this is old news or already sorted--I'm following DU but I'm not on the forums too much.
     
    Great topics though. Here are a few of my thoughts on the subjects--
     
    Travel
    I like the idea of travel being slow, but I wouldn't expect NQ to implement a 12 hour travel time between solar systems. I could imagine it taking 3-5 hours between systems, but that's a complete guess. Obviously, this will be dependent on the speed your traveling, which is likely to rely on the type of tech/ship you are flying. 
     
    Regarding stargates--I understand your position on not wanting them in the game, but I don't think that's the answer. NQ needs to cater to the masses, and people want to be able to travel to different areas of the game without signing up for a 5 hour excursion. Nothing to fret over though--we are not likely to see these in games for at least many months upon release. Hell, I doubt NQ will even have the features designed/implemented upon release. It will take time for people to build the technology on Alioth, let alone travel to another system to link the two together. I'm hopeful that NQ will spend some time balances stargates when the time comes. I doubt they want them to only be dominated by a single org.
     
    Big Ships
    Couldn't have said it better. While there will need to be empty space to house cargo, they should certainly be filled with equipment. Having prerequisites for certain equipment, or safeguards against damage/malfunctions via installation of backup/complimentary equipment is a great idea to "fill" a space ship. That being said--they shouldn't be filled for the sake of being filled. Everything should have a reason, and the various pieces/types of equipment should be scaled/proportionate compared to the ship as a whole.
     
    Blueprints
    Sorry to burst your bubble, but don't expect blueprints to go anywhere. I understand your concerns regarding certain designs becoming the "go-to" for the planet, but that's merely one of the results of a crafting/manufacturing system them puts the control in the player's hands. Hell--if someone makes a "perfect ship", why shouldn't it be the go-to for the planet? That's a function of the player-made economy. There will always be people that will make their own ships, even if it's a minor variation from the norm. 
     
  6. Like
    Schoff reacted to Adams in Beta test ?   
    Exact. In the video he says: in the first half of the year. Then he says: and nothing before March. (17:55)
  7. Like
    Schoff got a reaction from Cybrex in Beta test ?   
    It's been said many times that Alpha will not happen until after March. Saying Jan-May is misleading.
     
    Alpha is expected in Q2 of 2017. 
  8. Like
    Schoff reacted to guttertrash in 8000+ backers and only 3300+ forum members ... wat   
    A lot of people just don't care about the bickering over minutia which is largely what this and pretty much every other forum consists of. 
     
    I fund/play a lot of games, i almost never join the communities because i find the constant arguing and posturing intolerable. This game was one of the rare few i cared enough about to put up with the community for
  9. Like
    Schoff got a reaction from crazyman130 in No Construct vs. Construct at Launch a Good Thing   
    I get what you're saying, but I think you aren't taking into consideration the size of the planet and how that will provide many different areas for essential (valuable) resources. Organization are going to distance themselves and get their bases set up, and no one really knows the complexities of the territory system when it comes to capturing, securing, and attacking/defending. We do know that it's not going to be something that you can pull off in a few hours, so it will take significant planning for an organization to completely take control of another's territory.
     
    For me, it's about the game being established under the premise/gameplay style that results from having CvC combat. This means lots more coordination among friends to secure important areas, whereas without CvC, and player can come waltzing in without a care to what's around them. Simply put--there's a lot less to worry about. Some would argue that's a good thing, but I like challenges and creating opportunities for coordinated organizations to begin taking control of certain areas/aspects of the game.  
     
    It's important to note that there are a lot of great organizations out there. Not every organization is out to reign with an iron fist.
  10. Like
    Schoff reacted to Anomaly in consequences of non-regenerating planets and ressources   
    It sounds to me like there could be many arkships unless I am completely missing what was said in the preview vids. After certain periods of time or at population milestones, new players could just start emerging from a new arkship. 
  11. Like
    Schoff reacted to ostris in Some questions I have   
    1) Alien life has been discussed as a possibility but mostly things like finding ancient aliens structures and what not, not so much an alien nation.
    2)Between players yes. There is little to no npc's or pve combat elements in the game so you will not run in to waring non player factions
    3)Yes it will be possible. As far as survival mechanics most of the time NQ says they want survival mechanics to be easy when you are in civilization but hard when you are away. This make me think it will be more of a fuel for you ship, energy for you ship type system but they have mostly said survival type mechanics will be light at launch
    4) I believe melee weapons have not been confirmed at least for launch
    5) At the moment i believe all planets are 1 Biome. The starter planet is kind of an earth type biome. the other planet/moon we visited is a desert type biome.
    6) Players will be building the cities so they will look as cool as the players make them look.
    7) Space outside of the planets/sun in the system is a skybox so it can look as cool as they want it to.
    8) Animals in general have been stated as a goal for release but i think the quote is "just enough to make the planets seem more alive." so large space creatures is probably a no for the moment.
    9) The game really does need to be sub based to work and this has been discussed many times. I don't think they have taken a strong stance on steam or no steam.
    10) no idea.
     
     
    Edit: Keep in mind the game is still in alpha so a lot of these answers could change or maybe some of my replies are out of date.
  12. Like
    Schoff reacted to Majestic in Naming Planets and Star Systems   
    +1
    I think if you let people name the planets it would be a disaster.  You would need an army of staff to regulate the ridiculous names that would appear, not to mention the offensive titles.  'Now Orbiting planet 'Super Awesome Turbo Rocket Cool Place''
  13. Like
    Schoff reacted to Velenka in Planet Climate Stability   
    Interesting, but the destruction of planets thing just isn't going to happen. Probably a lot of the atmospheric effects won't happen either. Probably not the change in size of a planet, either. Would be nice to see these things in play, but this game isn't Geodynamics Simulator 2018. I would rather see the voxel-based single-shard emergent politics game they are working on.
     
    Also after doing quick research, you definitely cannot have fusion in the core of a rocky planet similar to Earth. Even Jupiter is an order of magnitude too small for fusion. I'm also uncertain as to whether gas giants will even be in the game or not.
  14. Like
    Schoff got a reaction from Majestic in Naming Planets and Star Systems   
    I think NQ should have a repository of hundreds of potential names. Let the person who discovers it pick from the list of names, or allow them to input a suggestion and have NQ approve it.
  15. Like
    Schoff reacted to Pang_Dread in Alpha / Beta Monthly Subscription?   
    Yeah like others said you buy a package and that gives you access to Alpha or Beta.  The live game is when you'll be paying a sub. Don't even think need a source for that, its pretty much standard and common knowledge at this point.
     
    and yeah the servers and infrastructure they use during testing likely won't be a "full version" of what they will at live hence lower costs that will have already been covered by the KS money.
  16. Like
    Schoff reacted to Anaximander in Skill Training   
    The Lore has cerebral implants that are linked to the Arkship's database. You get the skil ltraining by "downloading" data. The real question is, if the Devs will implement a skillpoints maximum capacity, so we can avoid having people who are pilots / gunners / heavy assault trained,/ Power Armor wearing / Jet-pack using / hacking masters / haulers, cause that is not something normal, that's Steven Seagal levels of ridiculousness (and make new players pretty much impossible to ever hoping on catching up to veterans in skillpoints).
     
     
    The system is fine, it requires no "grinding levels", but it needs a cap, so people can feel specialised instead of "golly, now I can be a trader in power armor, sweet!" It takes away from "specialisation" by a lot, and the role part of the RPG feels more of a "welp, you can be DaVinci^infinity."
  17. Like
    Schoff reacted to Lord_Void in Minting in-game currency   
    Agreed. The simplest solution (which is also the tried and true solution) is to have active faucets and sinks for currency. The exact manner of implementing them in Dual Universe would be up for debate, and require a fair amount of fine-tuning, but I can't see having a stagnant currency leading to anything but economic stagnation. And having NQ have to intervene on a regular basis to correct the failings of a stagnant currency is A) extra work for NQ diminishes the emergent gameplay aspects of the game and C) incredibly complicated. CCP (EVE Online) has to employ a full-time economist (I think they actually may have several now) to monitor and help stabilize the economy, and that's with a fairly straightforward sink/faucet system. NQ has enough to worry about, even without trying to act like a central bank. 
     
    I think the solution is to have currency sinks and faucets, like other games, that allows for currency to enter the economy at a steady rate as the economy increases in size. Possibly in the form of npc market bots which buy and sell low level materials for set prices or rewards for completing tasks of some kind.
  18. Like
    Schoff reacted to Staples in Removal of monthly fee with a solution.   
    #thefirstrule
  19. Like
    Schoff reacted to Phroshy in Removal of monthly fee with a solution.   
    Schoff is talking about your expert ability to walk the fine line of talking down to people while still flying under the mods' radar.
     
    You are free to make of this whatever you will. I'm not surprised people find your way of communicating offensive, but personally I guess I'm desensitized enough after so many years on internet communities that I don't care anymore.
  20. Like
    Schoff got a reaction from Jeronimo in Removal of monthly fee with a solution.   
    Seriously? It's your tact that is lacking, Twerk. And your grammar/ability to form sentences & paragraphs, but that's another problem.
     
    The first thing you say is: "Welcome to the forums. You are a freeloader." That's a real great way to welcome someone to the community...
  21. Like
    Schoff got a reaction from Kuritho in Removal of monthly fee with a solution.   
    Seriously? It's your tact that is lacking, Twerk. And your grammar/ability to form sentences & paragraphs, but that's another problem.
     
    The first thing you say is: "Welcome to the forums. You are a freeloader." That's a real great way to welcome someone to the community...
  22. Like
    Schoff got a reaction from guttertrash in Removal of monthly fee with a solution.   
    Seriously? It's your tact that is lacking, Twerk. And your grammar/ability to form sentences & paragraphs, but that's another problem.
     
    The first thing you say is: "Welcome to the forums. You are a freeloader." That's a real great way to welcome someone to the community...
  23. Like
    Schoff got a reaction from guttertrash in Removal of monthly fee with a solution.   
    Seriously though. Such BS that Twerk gets away with posting shit like this. 
     
    Regarding the OP - please check the many other threads/discussions that address the subscription model. At the end of the day, a single purchase w/ microtransactions is not enough to keep such a large-scale game going multiple years while also not being pay-to-win. Server costs, development costs, admin/customer service--the list goes on. It just won't work, and it's not going to change.
     
    Do know that there is an in-game alternative to buying subscription time called DAC's. This will be an item you can buy with in-game currency and redeemed for 1-month of subscription time. This is a good compromise for the game being subscription based.
  24. Like
    Schoff reacted to TheRealBeowulf in Collision damage - workaround suggestions   
    Hello everyone!
     
    Collision damage has already been discussed at some points in other posts, but I didn’t find a post especially on this topic, so I’m starting a new one.
     
    In the latest AMA Video, https://youtu.be/efu_129hI9o JC Baillie talks about how the weapon and damage system (note: construct vs construct battles are still a stretch goal) may work, and that precise collision damage will most likely not make it in the game for several reasons.
    The main reasons he mentioned are:
     

    - Very high server load for precise collision damage calculations, that could kill the game performance especially in large ship battles
    - Unwanted playstyle of some players, who could mostly rely on ramming ships in battle and / or build kinetic torpedoes as weapons, increasing the server load even further
    After the AMA video, Novaquark was asked about this topic again in the kickstarter comments, and their answer was the following:
     
    “…Collision damage is one of the most costly feature (calculation-wise) that can be imagined in a voxel-made environment. It is (at least for the moment), not compatible with a massively multiplayer, seamless environment. There are a few games where realistic collision damage system has been implemented. By making this choice, they sacrificed the possibility to have a massively multiplayer feature running smoothly. It was a tough choice, and on our side we opted for the other solution. We know it's not the best for game immersion, and we remain open to all suggestions that could be used as a workaround.”
     
    This brought up a few questions to me, especially these:
     

    - What does the community think about collision damage? Is it a feature that a lot of players would like to have (if it's stable and balanced of course), or do you think, that this would not benefit the gameplay?
    - What possible workarounds could be there?
    I’m looking forward to your opinions and suggestions!
     
    Greetings
     
    TheRealBeowulf
     
    Edit: Please note that this topic is not about realistic collision damage models, because they are already confirmed not to be in the game - It's about possible workaround ideas!
  25. Like
    Schoff reacted to Phroshy in Livestock in DU   
    Pretty sure I also remember mention of "supplies" needed for exploration, I believe clothing suitable for the encountered environment was mentioned specifically.
     
    Personally I'd like to have survival elements in the game, but I'm not necessarily sold on food. I'd much prefer if the focus was on things like energy, fuel, maybe oxygen, warmth, things like that. The environment could determine what you would need, like energy or fuel or heating elements to stay warm on a freezing planet, oxygen obviously when there is no breathable atmosphere, fuel for your jetpack, etc. There could be elements to "wirelessly" transmit necessary resources to friendly players within a certain range. This could also to a limited degree simulate pressurized environments that people keep asking for, even though you'd probably be able to effectively breathe while hovering just outside the hull. And boarding enemies wouldn't get their supplies restocked even while inside the ship.
     
    Basically I like the idea of survival elements that you could build automated infrastructure for. I can't quite envision this with food, food kinda carries the risk of becoming much more tedious. And as mentioned, the exclusion of food wouldn't have to mean the exclusion of farming or even raising animals.
     
    Also food in MMOs just always breaks the 4th wall for me, since the act of actually eating something is generally omitted, or condensed into a 2 second animation to not bother the players too much.
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