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ATMLVE

Alpha Team Vanguard
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  1. Like
    ATMLVE got a reaction from Deacon in Explosives, Nuclear and Tactical   
    I also believe that such powerful weapons simply don't have a place in a game like this. They would be too devastating and unbalanced in any situation where they're getting used as a weapon. Games such as Dual Universe need to put limits on what is achievable by players, because the game is based so heavily around player interactions. What it comes down to is that WMD's just wouldn't be fun.
  2. Like
    ATMLVE got a reaction from Danger in NovaQuarks latest KS update   
    Glad to hear that combat is planned to be both lock on and manual precision firing!
  3. Like
    ATMLVE got a reaction from Code24 in NovaQuarks latest KS update   
    Glad to hear that combat is planned to be both lock on and manual precision firing!
  4. Like
    ATMLVE got a reaction from le_souriceau in Make Everything Difficult   
    There have been some topics around this area, particularly with building ships, but I feel that the this is a concept valid for the entire game. In a huge civilization-building, player-interactions-driven game, I feel that having people skilled in just certain areas will eventually lead to a more enjoyable experience for players. And this is something that many people may disagree with upon first hearing it, but find in the long run that they think it works really well. Or maybe they'll hate it! I want to share my opinion on it though, and I ask that those reading, who may think it's stupid, give it a chance. Also remember that there are two sides to this, neither are correct, and both are valid. It's just opinion based.
     
    If anyone is familiar with the game series LittleBigPlanet, the first and second iterations for the PS3 played a huge role in a season of my life. They were the main games I played for months, and I had a friend who was into it as I was. Anyway if you don't know the game, it's not important. Basically, you use some basic tools to make little minigame-ish things (I'll refer to them as levels).
     
    Anyway, in the first game, there were a few levels and creators that stood out significantly from all the rest, because they were fantastic (anyone that knows the name "Lockstitch" off the top of their head is a freaking awesome person). Me and my friend, we knew exactly what tools were available, and what you could and "couldn't" do. But some few levels stood out to us because, as people who knew the game inside and out, we had no clue how they some of these things were accomplished. A fair few levels were outstanding and amazing due to their mechanics and visuals.
     
    When LittleBigPlanet 2 arrived, there were tons and tons of new tools added. These were fun and great to be sure, but they made everything that made the old levels special, not special. Because, all of the fantastic things that had been done before (in the first game) were now basic and easy because there were tools to do them (in the second game). This made a lot of great content a lot more common. Which of course was a good thing. And there were certainly levels that still pushed the boundaries. But overall, by making cool and unique things easy, it made great content a lot more common and thereby a lot less special.
     
    If Dual Universe makes building easy, and mining easy, and combat easy, and exploration easy... Well, then there are going to be lots of amazing ships, and lots of miners, and lots of warriors and lots of explorers. You may say, "that sounds great!" But, remember my exceedingly dramatic and emotional story. When you make it easy, it stops being special.
     
    In a game like Dual Universe, where player interactions and jobs and organizations are such a key factor, it shouldn't be easy to do anything. It shouldn't be easy to switch from a being an efficient miner working for a large corporation to a stupendous explorer finding rare resources on hostile worlds at the edge of the known galaxy. Sure, you can switch job titles and do whatever you want whenever you want, because it's a game! I'm just saying you shouldn't be able to switch from being outstanding at one thing, to suddenly outstanding at another. This allows individuals the opportunity to stand out, and be known for something. "Hey he's that guy that makes that line of super efficient yet powerful ships. I don't know how he comes up with that stuff." "What, you want to send Xx_M8_SLAYR_xX to go hunting for that anomaly? He's an architect, someone else will find it way sooner!" If someone wants to be known for something, then they go for that something and only that and they end up being great at it, and known for it. Lots of people will choose to not do this, which allows the few that do to stand out.
     
    I can't really say much else that I haven't said already. I believe I've gotten my point across. Regarding designing ships or stations, it's easier to see how an individual could be better at it than most others. Mining or exploration expertise could be accomplished, not just by having better equipment or skills, but also by there being hidden techniques that people just have to learn by doing it. Thank you for reading and please try and be civil in your response, as, once again, both opinions are valid!
     
     
    When everyone's special, no one is...
    And if you're good at something, never do it for free!
  5. Like
    ATMLVE got a reaction from Vyz Ejstu in NovaQuarks latest KS update   
    Glad to hear that combat is planned to be both lock on and manual precision firing!
  6. Like
    ATMLVE got a reaction from Semproser in Make Everything Difficult   
    There have been some topics around this area, particularly with building ships, but I feel that the this is a concept valid for the entire game. In a huge civilization-building, player-interactions-driven game, I feel that having people skilled in just certain areas will eventually lead to a more enjoyable experience for players. And this is something that many people may disagree with upon first hearing it, but find in the long run that they think it works really well. Or maybe they'll hate it! I want to share my opinion on it though, and I ask that those reading, who may think it's stupid, give it a chance. Also remember that there are two sides to this, neither are correct, and both are valid. It's just opinion based.
     
    If anyone is familiar with the game series LittleBigPlanet, the first and second iterations for the PS3 played a huge role in a season of my life. They were the main games I played for months, and I had a friend who was into it as I was. Anyway if you don't know the game, it's not important. Basically, you use some basic tools to make little minigame-ish things (I'll refer to them as levels).
     
    Anyway, in the first game, there were a few levels and creators that stood out significantly from all the rest, because they were fantastic (anyone that knows the name "Lockstitch" off the top of their head is a freaking awesome person). Me and my friend, we knew exactly what tools were available, and what you could and "couldn't" do. But some few levels stood out to us because, as people who knew the game inside and out, we had no clue how they some of these things were accomplished. A fair few levels were outstanding and amazing due to their mechanics and visuals.
     
    When LittleBigPlanet 2 arrived, there were tons and tons of new tools added. These were fun and great to be sure, but they made everything that made the old levels special, not special. Because, all of the fantastic things that had been done before (in the first game) were now basic and easy because there were tools to do them (in the second game). This made a lot of great content a lot more common. Which of course was a good thing. And there were certainly levels that still pushed the boundaries. But overall, by making cool and unique things easy, it made great content a lot more common and thereby a lot less special.
     
    If Dual Universe makes building easy, and mining easy, and combat easy, and exploration easy... Well, then there are going to be lots of amazing ships, and lots of miners, and lots of warriors and lots of explorers. You may say, "that sounds great!" But, remember my exceedingly dramatic and emotional story. When you make it easy, it stops being special.
     
    In a game like Dual Universe, where player interactions and jobs and organizations are such a key factor, it shouldn't be easy to do anything. It shouldn't be easy to switch from a being an efficient miner working for a large corporation to a stupendous explorer finding rare resources on hostile worlds at the edge of the known galaxy. Sure, you can switch job titles and do whatever you want whenever you want, because it's a game! I'm just saying you shouldn't be able to switch from being outstanding at one thing, to suddenly outstanding at another. This allows individuals the opportunity to stand out, and be known for something. "Hey he's that guy that makes that line of super efficient yet powerful ships. I don't know how he comes up with that stuff." "What, you want to send Xx_M8_SLAYR_xX to go hunting for that anomaly? He's an architect, someone else will find it way sooner!" If someone wants to be known for something, then they go for that something and only that and they end up being great at it, and known for it. Lots of people will choose to not do this, which allows the few that do to stand out.
     
    I can't really say much else that I haven't said already. I believe I've gotten my point across. Regarding designing ships or stations, it's easier to see how an individual could be better at it than most others. Mining or exploration expertise could be accomplished, not just by having better equipment or skills, but also by there being hidden techniques that people just have to learn by doing it. Thank you for reading and please try and be civil in your response, as, once again, both opinions are valid!
     
     
    When everyone's special, no one is...
    And if you're good at something, never do it for free!
  7. Like
    ATMLVE got a reaction from Vyz Ejstu in Reputation system/Curriculum Vitae   
    Well you know there will be lots of player-made quests in the game? People can give out jobs to people to have them do things for them that either they don't have the time to do or it's too risky for them. So:
    - Players give the jobs.
    - As for what kind of jobs, that can't be determined for certain yet, we don't know what kind of system it will be.
    - The reward, how much they're paid, is of course entirely up to those involved, I don't see why there would be a limit on how much a job can be worth.
    - I'm not sure what you mean by working for others, not yourself. But that's what this is.
    - It is not necessarily better, but another option which adds diversity to the economy. If someone wants to do everything themselves, they can do that. But if you don't want to take the risk of going out and mining by yourself, or you have crappy equipment, you can hire someone to do it for you. But you don't want some crappy lazy guy doing the job, you need it done fast, so you find a guy with a great mining ship and good rep, and you know that employing him will work out well for both involved.
    Similarly, it allows those that want to make a living doing jobs for people, to be able to do that well. If they enjoy trying hard and doing a good job, it'll make them stand out and allow them to get bigger jobs and make more money. Otherwise, they're no more appealing than the next guy, who might make a living double-crossing his employers.
     
    And something else, is that maybe an employer decides he wants to get ahead by double-crossing those he gives jobs to. Well a player certainly isn't going to want to take a job from someone with negative rep that says that person tried to steal the cargo from the guy they "paid" to retrieve it! Rep would be important on both sides.
  8. Like
    ATMLVE got a reaction from Vyz Ejstu in Reputation system/Curriculum Vitae   
    Great suggestion! I really like this idea a lot. This could really make a difference in the game, and allow people that actually desire to do good jobs and help people to stand out above the trolls, or those darn lazy half jobs. The main issue I see, which you addressed, is that it could be abused. I could see a few friends just boosting rep together, i.e. standing on an iron planet and giving each other missions to "retrieve 1 gram of iron". Having past job history (and also importantly, the name of the player that gave that job) listed next to the rep would really help to minimize the boosting method, so I definitely like the "Curriculum Vitae" method you proposed. This is one of the best ideas I've seen proposed on this thread!
     
    Also another addition would be a timestamp of when the job was given and completed. This could help to further identify boosters, and also benefit those that do real jobs quickly, allowing employers to see how fast they are!
  9. Like
    ATMLVE reacted to Blacksythe in Reputation system/Curriculum Vitae   
    Firstly i want to link to the thread where i got this idea as it could go hand in hand with this system or simply be a stand alone system that replaces this system I thought it deserved it's own thread for discussion.
     
    Yes it looks like a wall of text so I have bullet pointed it for you
     
    Link
     
    I would like to see in the game a reputation system allow me to explain 2 versions of this;
     
    +1/-1 System
    Player accepts job, Player completes job, Contractor +1 for player  
    Advantages
    Simple, Easy to implement, Higher rep means more likely to get employment on bigger jobs, Lower rep may represent a noob that you may not want to employ Negative rep may represent a scammer, or a lazy half job Disadvantages
    Easily abused Employers cannot see the scale of jobs that this player was involved with  
     
    Curriculum Vitae
     
    This system requires some features being discussed in the other thread to work and would mean employers can see previous jobs that the player had been involved with and successfully or unsuccessfully completed. It could also include the +1/-1 system but employers again would be able to see if their score is legitimate or not.
     
    Advantages
    Higher rep means more likely to get employment on bigger jobs, Lower rep may represent a noob that you may not want to employ Negative rep may represent a scammer, or a lazy half job Less open to abuse as players can assess if the rep is genuine or not Previous employers could add comments on their performance and timekeeping Employers can see what kind of jobs the player has been doing Disadvantages
    Can still be abused but would require extra work to abuse it. Would potentially significantly slow down game play due to employers reviewing past histories
  10. Like
    ATMLVE got a reaction from Hotwingz in This kickstarter needs YOU! Updated.   
    Trust me, if I could I would. I have no platforms of influence, my YouTube videos typically get about 10 views in 2 weeks, and I don't use social media.
     
    I have a strong feeling that most people on the forums have already backed, and something I want to suggest to those people is that you up your pledge to the next highest level. It makes a difference but usually isn't much more money, considering you already pledged.
     
    I have been a little nervous as well about the kickstarter, it seems like it's slowed down. But I'm confident it'll make it in the end; I just have a feeling!
  11. Like
    ATMLVE reacted to le_troll_des_bois in Letter of appreciation to Novaquark   
    I just got back from the event held in Paris at Novaquark offices. I had to leave a little early, but still, this was quite an awesome evening.
     
    I'd like to thank all the team members at novaquark for hosting this event, you guys rock ! 
    Quick run down of events for those who didn't attend:
     
    - Introduction to the dev build we would lay our hands upon a few minutes later by the man himself: JC Baillie
    - Fool around with the dev build previously showcased in NQ videos with some members of the dev team to help us out when needed 
    - QA session with JC again
    - Little drink with the rest of the team and attendees
     
    Where do I start ? 
     
    First, we met very dedicated and enthusiastic people at NQ. At no point did I feel I've been fed some PR bull*hit, or that the enthusiasm or willingness from dev to talk about their game was faked.
    These guys really want to push themselves to deliver the best possible experience with this project, that's for sure.
     
    I viewed JC as a strong leader, with a clear vision for the game, an acute knowledge of the challenges ahead and how to overcome them. From what we've seen from the team, my guess is that this project is in pretty good hands.
     
    As expected from a dev build, the control scheme and performance were not ideal, but it ran perfectly. The nice thing is that the game ran on a server, meaning that we had 5 computers running at the same time with people fooling around.
    I gotta say, seeing people zooming by in a newly built ship (the first one was built within a couple of minutes), or vandalizing editing those already placed by the devs was really cool.
     
    There was a lot to cover during the QA session and little time to answer all the questions, but the community managers who waited for us with the drinks were kind enough to answer all of the remaining questions. Thanks for your golden patience and, again, enthusiasm guys !
     
    I'm glad I was able to attend and meet the people behind the project, it really gives another meaning to my backing on KS.
     
    Anyways, thanks again guys, and all the best for the things to come !
  12. Like
    ATMLVE reacted to Starkontrast in How Should Markets Make Money?   
    Thanks for the input!
    I really like VoxtheFox's idea on an additional charge based on the length of time items will be in the markets storage! This would avoid the potential issue of players using markets as storage by listing items at outrageous prices knowing no one would buy them. Great job!
     
     
    Good catch! editing now. 
     
     
    AccuNut and I will ​also be offering transport of goods, but that topic will be on another thread.  
     
    Keep those suggestions coming!
  13. Like
    ATMLVE got a reaction from Anonymous in How Should Markets Make Money?   
    Oh yeah, that's something OP and his brother should know.
     
    OP, JC has said that all physical goods in the game will have to be moved physically and manually. So if someone orders anything physical from your market, it'll have to be either picked up or delivered.
  14. Like
    ATMLVE reacted to Vyz Ejstu in Heimera Trade Xchange   
    "
    After long debates and design reviews, we are glad to present you with the first of the Aether's Vessel Designs. All the credit goes to an amazing Shogun for his work and effort for doing this masterpiece. More information concerning ship Nomenclature and function is withheld for the time being. 
     
    "Be still and know that I am God: I will be exalted among the heathen, I will be exalted in the earth." 
    Reghon 3: 5. The Kalnian Books.
     
     
    Endora of the Arkaenad Class: 
     

     
     

     
     

     
     

    "
  15. Like
    ATMLVE got a reaction from Lord_Void in Ship Copyright Infringement?   
    Well fantastic! Thanks Aetherios. I'm glad it's already been considered. That was something I was worried about.
  16. Like
    ATMLVE got a reaction from SimonVolcanov in BCO -vs- PSO -- Which would YOU Join?   
    I feel that this is something sort of already present and sort of against the developers ideas. They don't want to impose restrictions, definitions, or classes on players, they want everyone to be equal and make the most of what they can.
     
    And aside from that, any organization can't really be defined by certain pre-defined criteria. Every group has to start somewhere. Every small organization has a risk of failure, but potential to grow into a powerful and well known force. You don't need pre-set definitions for that, it is what it is and it's all made by players.
  17. Like
    ATMLVE got a reaction from Dhara in BCO -vs- PSO -- Which would YOU Join?   
    I feel that this is something sort of already present and sort of against the developers ideas. They don't want to impose restrictions, definitions, or classes on players, they want everyone to be equal and make the most of what they can.
     
    And aside from that, any organization can't really be defined by certain pre-defined criteria. Every group has to start somewhere. Every small organization has a risk of failure, but potential to grow into a powerful and well known force. You don't need pre-set definitions for that, it is what it is and it's all made by players.
  18. Like
    ATMLVE got a reaction from Drakor in Engineering "Widgets" with Secret Advantages to Organizations   
    I suppose you could sell someone some Lua script that you had programmed to be hijackable. There might be potential there! Some issues I see are that most people will probably do their own scripting, and it's not super complicated to read for a person even somewhat familiar with it. So they might be able to identify that their code has a "virus" and alert others, or hunt you down.
     
    Nevertheless, it is entirely possible that you could sell someone bugged Lua script and get away with it. The question is how applicable would this be? Would you be able to have all of their weapons shut down, or would that not be possible? There's not enough information at this point to give a definitive answer. It's a cool prospect though, I like the idea!
  19. Like
    ATMLVE reacted to Anaximander in Stupid ideas #2   
    My topic, was about SILLY IDEAS .



  20. Like
    ATMLVE got a reaction from GalloInfligo in Changes to the Community Page.   
    My laptop. I am mildly exaggerating, but there is no need for such a basic header of three images each with one word to constantly stay with you as you scroll down a page.
  21. Like
    ATMLVE got a reaction from Vyz Ejstu in Changes to the Community Page.   
    I just wish they'd make it so that the header doesn't constantly take up the top third of the screen!
  22. Like
    ATMLVE got a reaction from AccuNut in Gravity "element" suggestion   
    I always thought Space Engineers way of gravity was a little awkward, what with just a big box. If two ships of differing orientations but 1g downward gravity get close to each other, and the wells extend beyond the ships, then things get goofy for both ships. I personally would prefer a gravity generator placed on a ship to make gravity happen in a specific way according to the voxels on the ship, so that the gravity would extend a certain height above every single section of the ship, and not have gravity out in space in the ships vicinity. Then also available would be a way to have radial or spherical gravity, but it all would depend on the voxels connected to the generator, not merely the proximity of the generator.
     
    So rather than a gravity generator having its own field, a gravity generator would cause each voxel the generator is connected to to have its own individual gravity field. This would make close fleet battles, something hopefully a significant factor in the game, less awkward in terms of gravity.
     
    For something like cylindrical radial gravity, you could have the center be through the gravity generator, and then all voxels would have a gravity field away from that center line.
  23. Like
    ATMLVE got a reaction from Vyz Ejstu in Organisation Logotype / emblem   
    Yeah I was going to say that you could limit it to just the leaders of organizations that have a certain number of members. And they organization has to be one on this site. So when an organization reaches something like 25 members here on these forums, they can apply to be able to have an emblem available in-game. They submit an emblem for review, and if approved than all members of that organization (I believe the organization system will be in-game?) can place down something like a "sticker" which is the emblem and it simply covers the voxels wherever you place it.
  24. Like
    ATMLVE reacted to Dhara in Really starting to like this community!   
    After our little spam discussion about posts in the featured community area last week, I have noticed a fantastic improvement over there.   I posted a recruiting ad and it actually got to stay on that page for almost two days!!!
     
    I love it that we can all be competitors, yet work together in matters like this.  Thank you all so very much!
     
    I think I'm really going to like it here  
  25. Like
    ATMLVE got a reaction from Dhara in Really starting to like this community!   
    I agree, I enjoy this community. There aren't a plethora of endless and specific forums to put topics in, there's only a few and it makes for a very cozy and awesome place to be. I'll be here a while, that's for sure. And thank YOU for being a part of this wonderful community too!
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