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Kurock

Alpha Team Vanguard
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Posts posted by Kurock

  1. Constant communication to answer players burning questions is a monumental task that is required at any time during the release cycle, even if that answer is reiterating “We [NQ] don’t know yet”.  So keep up the great comms @NQ-Naerais !

     

    On another note, if the dreaded schematics arn’t banished back to the pits of hell that spawned them, players should be able to create them... though science!

  2. Requests for Rotors, Wheels, Pistons, Hinges, Sliders and further parts that make other parts of a construct move, always gets the same response: Not going to happen. The server is built with a single shard MMO in mind and that comes with a price.

     

    That said, stand alone elements that do not interact with surfaces directly (direct contact) are definitely possible. They are called engines and a request for a vertical lift type element sounds like a reskin of a downwards pointing engine.

     

    but engines that thrust downwards to upward lift are not fuel efficient. That’s because engines in this orientation have their power halved because everyone was vertical lifting stuff into space much too easily for NQ’s liking. So players, in turn, just put on more engines so they could do it anyway. 

     

    TLDR: helicopters aren't fuel efficient so use vertical engines.

  3. 1 hour ago, Volkier said:

    Balancing would be tricky

    I believe the opposite.  It's simple to work out the statistical probabilities of complete failure.  I would assume there is at least one statistical analysist in NQ just like I assume there is an economist. 😛


    That said, randomly decreasing the maintenance meter has to be very slow.  Why?  Because a griefer can break all your public buttons my smashing them for 30 minutes.   A months frequent use as a half life seems fair, but can easily be tweaked.  Most of the maintenance will come from crashing and PvP anyway...
     

    1 hour ago, Volkier said:

    - On the other hand, if maintenance does restore your elements to full functionality, then the solution does not provide an element sink that NQ is trying to create.

     

    Updated OP to reflect it's a complete fix.... so no dynamic properties to worry about and complete salvage.  It's also far simpler to understand.

    It makes both a element sink AND a parts sink since elements WILL be used when they aren't maintained AND people will want to maintain their expensive stuff.  For the cheap stuff... less so.  It's about choices and trade offs.  The current system has none.  The market will decide which is "better" for a player at a specific time:  if engines are dirt cheap then why bother maintaining them? 

     

    1 hour ago, Demlock said:

    Why not incorporate efficiency?

    Added. It's very similar to Tuning so if one can be done, why not the other?
     

    1 hour ago, Demlock said:

    Thus making the game:

    1. less enjoyable
    2. more tedious
    3. less immersive
    4. direct you back to mining to engage in any one aspect of the game's acclaimed pillars

    An element sink is very going to be fun, always tedious, and direct you back to mining.    The "lives" method is definitely less immersive. 

    Maintenance makes sense... some might even find it enjoyable.  Not everyone.  And that is a good thing imo.

  4. YARSOS aka Yet Another Repair System Overhaul Suggestion


    Preface:
    No one likes the elements breaking on X lives system. The factory owners want it to be 1 life (because that's quanta in the bank eh?) and other players don't want it at all.  

    @Volkier has been fighting the good fight and while the "multiple lives system" was suggested by (the factory owner) players and implemented, the great ideas of Volkier go unacknowledged.  So the hopes of this suggestion getting more than a passing glance is low indeed.

     

    The suggestion:

    How about instead of lives for elements, have a maintenance meter that degrades randomly with element use. If the maintenance meter reaches 0 then there is a chance elements will be destroyed *while in use*. HP loss from crashing and PvP makes the maintenance meter take a big dive.  An element at 0 hp means it's broken and unusable (as usual). Scrap repairs hp as normal. (hp is so gamey... calling it "integrity" would be better especially since that is a trait sorely lacking in some). Just repairing an element with scrap will make it functional as normal however if it is *used* (just to reiterate) there is a random chance it would be destroyed permanently.  Finally, maintenance takes enough time (or maybe the construct needs to be stationary, or maybe you have a better suggestion so comment below) that it can’t be done in combat and in if the maintenance meter has degraded enough, it may require *parts* to bring the meter up again. A fully maintained element is the same as a completely new element.

     

    But why?

     - It's far less grievous if the *permanent* destruction of elements is under the players control: aka a choice led to that outcome.  Whether that is going into a PvP zone or deciding to not do maintenance.  Hopping landing gear leading to entire ship exploding should not be part of this equation at all.
    - Why "on use"? - computation is off-loaded onto the client in DU... mostly... except for factories.  That is why the batches of factories had to be increased as well as the schematic nerf.  Can't have all players DOSing the server with millions of factories now can we?  Anyway, what uses items but players themselves.  Hence on use.

     

    What does this mean?

    The side effect of this kind of system would be:
     - Even elements on static/space constructs would not be exempt from needing maintenance.  Those doors and buttons will need to be oiled and kept in working order... or just them break and buy replacements.  More choice for players. And factory owners should be happy right?  (no they will never be happy until your whole ship has to be replaced after moving 5 meters)
     - Mechanics! Imagine actual mechanic shops.  Job creation right there. (throw in some maintenance specific talents and we are golden)
     - Accidents (especially those caused by glitches and pop-in towers) are far less infuriating.  There will always be glitches, that is the nature of the beast. An entire ship should not need to be replaced because the (default) flight script decided to get stuck in a perpetual left turn.

    - More of a market for parts.  Will that make factory owners happy?  My guess is no 😛

    - Elements that aren't used directly won't need maintenance... this covers those decorative items:  Leave them looking good without being a pain. No need to remember to water those plants.
    - PvP and salvaging rewards...  fully functional elements: with some parts and scrap they are good as new.
    - Industry needs maintenance.  You want to keep your expensive factory working?  Keep it maintained.  The reality is the initial cost isn't the problem, its keeping them going that is the real trick. No fire and forget factories.
     

    Future improvement suggestions:
     - Talents - Make maintenance fun with a talent tree for your mechanic
     - Tuning - alter you engine to have less performance but a larger maintenance meter.  Or the opposite.  
     - Efficiency - Have engines become less efficient as they are less maintained... requiring a visit to your local mechanic for a tune up.

     - Recyclers - Take those destroyed elements and recycle them into parts which could be used to maintain the not-destroyed elements.
     

    Element lives don’t matter... I demand maintenance.

    TLDR: Random destruction chance with mitigation mechanics (maintenance meter) gives players a chance against mishaps. 

  5. It is very difficult to make suggestions for mechanics/systems in a game like DU where not all the systems are implemented yet and future systems details are not available. Each system affects all others like cogs in a machine, some directly, some indirectly through a series of other cogs. Set one cog out of alignment, or have one cog spin a little too fast, it could turn  the entire machine into glazing inferno of death.

    So making suggestions through the little pinhole of understanding is the best we can do.

     

    That said, permanent element destruction is coming, like it or not. Durability is already in the game in the form of hit points for each element. The real change is once the last “life” has run out, the element becomes irreparable. It means that while it has more than 1 “life” the system is still as forgiving as it was before: repair it and all is well. Eventually the part will be so worn out most wont want to risk flying around with 1 life remaining and risk being stranded after a mishap.

     

    I suggest a capstone talent for the repair line of talents. This will make mechanics a wanted commodity. A talent to add a single life to an element that has only 1 life remaining. That is all. 1 life becomes 2. The tiers of the talent could correspond to the tiers of elements to be given the last leg. Make it useable only once per day per element (and potentially increasing cost each time) and players have the option to decide when it’s time to get a new one or continually take it to the mechanic to be repaired. This is forgiving for the casual player while those that want the best and shiniest 5 life elements will replace their elements far earlier. 

     

    The little old old lady that flies her spaceship to the market once a week was never going to be the a massive source of income for element sellers. Don’t punish the little old ladies afternoon they crash their ship a little.

     

    Think of the little old ladies.

  6. To expand on the idea:

     

    The general idea is to allow players, through whatever mechanic, to claim planets and eventually systems that allows the setting of options otherwise not available to players (like setting PvP status), making the universe really the players own. Coupling this with territory control gives a very compelling reason to claim a percentage (or all) of the territories.

  7. Let players decide...

    Dual Universe is about having mechanics that gives players the say on how they want to have the universe to work (at least their small part of it). This player agency is what makes is sandbox game so appealing.

     

    The idea

    If a single organization (including subsidiaries) can claim percentage of a planet or moon (say 75+% as example) that organization is marked as owning the planet on the planetary map AND that organization gets special rights to create some game changing laws for the planets surrounding space (an example could be switching direct PvP on or off for others or everyone)


    Taking it one step further, if a majority of the planets in a system are claimed by the same organization (or subsidiaries), the same can be done for the system as a whole: the system is marked as belonging to that organization and the organization can set system-wide rules.

     

    Which rules can can be created are left to NQ to decide, though switching on/off PvP in controlled space could be a big one.

     

    Summary

    Allow players to choose what “settings” they want on a planet/system they have a majority claim on. It gives a concrete mechanical goal that players could work towards to really make the game their own and territory warfare is meaningful.

  8. Beta keys can already be bought in the current packs. The beta keys are in addition to alpha/beta access for the pack purchaser. Which is why I said there are many beta keys floating around: each pack comes with some to give away.

     

    I would be surprised if there isn’t a beta access only pack in the future, but there has been no official word on this (as others have stated earlier).

  9. You already are part of the community. :) Welcome.

     

    There is a bit of frustration stemming from the NDA. It does enhance the perception that those with packs are *in* and those without aren’t.

    This is cemented with the fact that only backers can create organizations. (This used to be open to all, but was abused so it was changed to what we have today.)

     

    So what can be done?

    Discord and Forums (the non-NDA parts) are open for anyone. Throw down your thoughts and have a chat (like you DU) :)

    To create an organization without owning a pack you would have to either team up with someone with a pack or create your  organizations discord server or both.

     

    The NDA is being lifted later this year and with Beta access to the game will be much simpler/easier with all the beta keys floating around.

     

    Hope this helps.

  10. Written for a novawrimo that didn’t happen...

     

    This DU story takes place back on Earth when the arkships were still being built. The story highlights the internal struggles between the four factions of UEF.


    Now available on: http://spaceshipdrama.com 


    Direct link: http://spaceshipdrama.com/issues/stories01-quanta.pdf

     

    Many thanks to the proof readers and @Agilulf for making it look awesome and hosting :)

  11. Quote

    Have you ever felt like you have forgotten something? You know it’s important but you can’t quite remember it? An idea of an inkling of what it could be tickles the back of your mind or flirts with the tip of your tongue, refusing to make itself known?

     

    Don't forget to remember to read this ~4000 word short story about The Forgotten.

     

    The Forgotten.pdf

    The Forgotten.docx

  12. Why solo in an MMO? Are they missing the point? Are they just doing it wrong?

     

    This GDC 2011 talk discusses the notion, presenting 10 types of loners and how they could be addressed in an MMO.

     

     

    How relevant are these 10 types of loner in Dual Universe?

     

    1) New Kid In Town

    A new player, fresh off the arkship. Full of hopes and dreams but have no connections and have no idea how to proceed.

    Some believe getting organizations to recruit them as fast as possible is the answer but is that really the best way? Overly aggressive advertising puts some people off and others first want to get a handle on the game before they even think of joining an organization.

     

    2) The Daria

    To this type of player, other players are tragic. A joke. To this player, others are content to be watched with a side of popcorn.

    There are already plenty of opportunities to watch others, for example, at events. Just show up. Bring your own popcorn.

     

    3) The Sociopath

    Sometimes called a griefer, this player type likes to watch everyone burn.  

    The smart ones will stay within the rules (barely), while the not-so-smart ones will feel the ban hammer. Moving on.

     

    4) Mr Lunch At His Desk

    Those with little time, playing in the few breaks they have; like during lunch or after the kids are asleep.

    Some activities will simply take too long for this type of player, but as long as there are viable and reliable workarounds (like taking a DUber) this type of play is possible.

     

    5) The Introvert

    Talking to people is scary and this type of player doesn't want to ask anyone else for anything.

    The sandbox nature of DU means that unlike some other MMOs, players are not forced to do anything if they don't want to. Players don't need to do anything at all if they so choose.

     

    6) The Adrift

    Groups break up. Organizations will dissolve and some players will be kicked out of groups for various reasons. These are players that really don't mind the social interactions but find themselves without a group. Sometimes this sours the players outlook on the game as a whole and they leave game.

    Alliances between similar organizations will help a player find a place they are comfortable in the unfortunate event of a liquidation. 

     

    7) The Unworthy

    These are the players that don't know whether they are "good enough".

    DU: This is more of a problem in a hard leveling system. In DU, every hand is valuable.

     

    8) The Vacationer

    The players of this type want to take a break, be it from organization responsibilities or to do something different.

    Three characters per Dual Universe account may provide a player with a level of anonymity if they so choose. Or they can take their main character to relax in a specially built resort on that tropical island planet.

     

    9) The Commitment Phobic

    The commitment phobic have been burned by organization drama or by joining an incompatible organization. Or this type of player believes others are idiots.

    Joining an organization is a commitment, some bigger than others. Joining a voice chat shows a level of commitment, which is why (among other reasons) many organizations require a voice chat interview.

     

    10) The Garbo

    No, he is not calling this type of player garbage. These types of players, like Greta Garbo, just want to be left alone.

     

     

    In Dual Universe, everything is player run. If an item can be bought at a market it's because players collected the required ores, built it and put it up for sale. Besides going full hermit, a solo player will still need to interact with other players, even if it is indirectly.

     

    Can a player play Dual Universe solo? Yes.

    Will that solo player be able to control a vast empire that includes huge fleets and multiple planets? No.

     

    Do you agree? Disagree?  Or is this talk old and no longer applicable if it ever was? Like, comment and subscribe.

    What? This isn't the YouTubes? Just DU it anyway.

  13. Systems for gameplay mechanics are very difficult to create since they have to work well with the other systems AND fit in with the overall design goals of the game.

     

    In an player-run game, players should be empowered to create their own world. DU does this with player made constructs, the future RDMS (Rights and Duties Management System) and player run markets. The emphasis here is on "emergent" gameplay. If a system restricts players in some way, it is preventing an avenue of "emergence". Sometimes this is desired: for example a safezone is restrictive, but placing it around the arkship prevents completely new players from being killed outright when they step off the arkship.

     

    A generic contract system could be used to create custom contracts that can move quanta around but otherwise have little effect. A broken contract would be marked as such and could be used as evidence to demand compensation by using the local player organisation as the enforcer. This immediately has the "emergent gameplay" that contracts are not worth the inventory space outside the influence of a player run law enforcement body. But those that maintain the law have more stable economies as contracts are actually enforced by the players. And even then the contract can be evaluated on a case by case basis which may prevent scamming in those lawful areas (or not, depending on the players).

     

    Give the players the power to choose how to play the game, don't let the game play the players.

  14. The server status site usually only shows a maximum of around a months worth of test sessions. At around the end of the month the next months tests are usually announced. So no, Alpha 1 is not ending next week. It will end when Alpha 2 begins and that will be announced clearly.

     

    As to whether there will be wipes as each new phase starts: Yes. Full wipes were always planned going into the Alphas (Alpha 2, and Alpha 3 remaining) and Beta, and the last one for full release. The only thing players keep are their blueprints.

     

    Hope that clarifies a few things.

     

     

    • For some, the biggest disappointment about the roadmap announcement was the NDA being extended to cover all the Alphas. While it is clear that it was a difficult decision to make, could you elaborate on the reasons for extending the NDA?
    • Could you elaborate on the galaxy that will be available in beta? How many star systems will players have access to? Will there be faster modes of travel, such as warp engines, so that players can get there? Will the star maps be implemented by this time?
    • Will we see volumetric clouds (such as those shown in that first E3 video)? If so, will it be before release?
    • Is there any progress on rotating planets? Are these still in the works?
    • Where can community member send their user generated content, such as videos and screenshots? Are there any guidelines which may make it more likely for their content to be accepted and used as advertising for Dual Universe?
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