Jump to content

Kurock

Alpha Team Vanguard
  • Posts

    848
  • Joined

  • Last visited

Posts posted by Kurock

  1. You said "it doesn't need PLEX/DAC" . It does. Even Blizzard realised that neat little trick with WoW Tokens and Gold Farmers have systematically been squashed ever since their introduction.

    You know a payment model is viable, when BLIZZARD copies it.

    Slight miscommunication here. Ostris means DAC are not required for DU to be financially viable and therefore, according to his definition of p2w, does not constitute as p2w. (Ostris can correct me if I assume incorrectly)

     

    Having DAC being required to combat gold farming is a completely separate and unrelated point.

  2. There has been some discussion recently over systems like DAC and PLEX being "Pay 2 Win" (p2w). There are obvious negative connotations of a game being p2w as the players with the larger wallets will always "win" against those that do not.  This is especially demoralizing when an opponent feels they were beaten not by skilled opponents but bludgeoned into submission by their wallets.
     
    So it got me thinking: What does p2w actually mean?  My own definition has always been:
     

    A player can gain an advantage though paying that cannot be achieved just by playing the game without paying.

     
    To me there is a clear distinction between "paying to win" and "paying to progress faster".  
     
    But was I wrong?  Has the definition of p2w changed while I wasn't looking?  It appears for some it means just one thing: 

    A player can gain an advantage though paying.

     
    So paying to progress faster in a game *IS* paying to win even if anyone, given enough time, can gain that same advantage, or gain it through other means.

     

    Like most things in life, it's not quite that simple. There is definitely a grey area between these two definitions.  For example, how is it p2w to buy boosters to gain skills faster but buying in game currency is not p2w?  This bothered me.  More digging was required.

     

    After doing some research, using either of these definitions is only half of the story. It completely ignores what it means to "win".  The way to "win" in a game depends very much on the game itself.  In a sandbox game, like Dual Universe, this becomes very difficult to nail down. When has a player won? Most would cry out "When my enemies are slain!". Sure, it is conceivable that players could spend money to buy bigger and better fleets with better weapons but the same fleets and weapons can be gained through savvy diplomacy. DU is an MMO after all.  But, again, PvP is only a part of many equal parts of DU: mining, building, governments, economy, etc.

     

    My conclusion is that there are as many different definitions of p2w as there are opinions on the matter.  But that is just my opinion. Take a look around and decide for yourself. Give people the benefit of the doubt. Let's not worry overly much about differing opinions but instead build a community everyone can be proud of.

     

    Further articles and discussions asking the same thing, all with varying opinions:
    mmobomb: https://www.mmobomb.com/what-really-constitutes-pay-to-win
    mmobomb: https://www.mmobomb.com/nearly-every-mmorpg-pay-win-heres/
    games reddit: https://www.reddit.com/r/Games/comments/3q8lh2/is_the_definition_of_pay_2_win_mechanics_expanding/
    truegaming reddit: https://www.reddit.com/r/truegaming/comments/2hx5or/what_does_p2w_pay_to_win_mean_to_you/
    newstateman: http://www.newstatesman.com/culture/2015/02/should-videogames-let-you-pay-win
    toucharcade: http://toucharcade.com/2016/02/25/why-pay-to-win-is-a-flawed-concept-the-carter-crater/

  3. So if we need to reach a speed to break atmo and go into orbit goes this mean physics for planetary sling shots might be possible?

     

    We can only hope.

     

    I am honestly surprised there are orbits at all since that means more chance of bumping into things (though planets are quite big so maybe this is less of an issue), especially craft where all pilots aboard have logged out.

     

    This is because empty constructs may lose all momentum/movement when all players aboard have logged off.  While this makes sense in that, at very least, the ship will be where you left it, it also means players have to dodge around these stationary ships.

  4. where did you get that info about water? The last time i heard them talking about water they said will be similar to minecraft, wih voxels, not completely fluid but not static either. Did they change their mind or you didn't know about that?https://mobile.twitter.com/dualuniverse/status/750007457833947136

    Did this link just go to an external website which then links back to these forums? O_o

     

    Direct link here:

    https://board.dualthegame.com/index.php?/topic/841-ask-us-anything-event/#entry7728

  5. There appears to some misconception here, blueprints are completely separate from already built constructs (which includes buildings and ships). As such permissions on blueprints itself have little to do with the permissions on the construct.

     

    Blueprints are a way of recreating a construct easily by feeding it into a some kind of factory element. So a blueprint copy could be hired out to a ship creator so that they can mass produce a ship, for example. But that new construct is owned by the factory, not the original blueprint owner.

     

    What OP is using in their example is RDMS to hire out a construct. It has been indicated that this can be done. Specifically allowing use of a construct for a set amount of time in exchange for some Quanta.

     

    So the question becomes "Should RDMS allow for giving permissions only for a specified timeframe?" Like the ship builder only gets to print out ships until next week using that blueprint, or the rent ownership expires after 2 months. I believe the answer is yes.

  6. I'm fairly certain that Items will not have RDMS tags.  They will simply be items in your inventory, much like or, but usable.  When you think about it, there is no need for this, and it would be ridiculous.  RDMS will be for constructs and containers.  If you don't want someone to have access to the guns, you lock the gun case.  Also, I don't think having items tagged as possessions is a good idea either.  The RDMS can, and probably should have an ownership tag, so that when someone hacks into it, it flags them as a thief for however long or to whomever.  As far as breaking into a case, I think that shooting, or blowing it up, should destroy the case along with everything in it.  Much like blowing a hole in a ship will destroy what is blown up, you can salvage what of the ship you didnt blow up, granted you either hack, or destroy the core.  Similarly, you should be able to hack the crate.  However, I would also say for those that don't want to go down the hacking skill tree, allowing one to use a crowbar to pry the thing open would be a good idea.  The container is damaged in the process, becoming unlock-able.  Perhaps the goods inside are damaged by this, that's optional, and reasonable as a punishment for not having the hacking skill.  But I feel this system is fair, and balanced.  As far as blueprints, that's a little trickier.  If you sell a blueprint copy to someone, they can print the construct.  If you have the printed copy disable the core so it cant make new copies, then the player can simply destroy the core and make a new one, thus allowing Blueprint making again.  You cannot disallow the replacement of a core, because then you cant repair constructs that have been core-disabled.  One option is to disable basic LUA code creation for cores being placed in existing structures.  Thus requiring manual reprogramming.  If you could somehow make basic LUA code have a tag or trigger allowing the making of blueprints, that cant be reproduced by manual programming, then problem solved. Simply make 'non-Master Copy' Blueprints have the 'Enable Blueprint creation' disabled in the core of the construct.  Otherwise, it's a tricky situation.

     

    Actually, items will currently have some sort of tag: https://board.dualthegame.com/index.php?/topic/10995-devblog-organizations-purpose-management/ 

    But the current iteration is not final and does make stealing impossible (which is why this thread was created in the first place).

     

    Interesting points about the blueprints.  If a ship is stolen, and the core is destroyed and replaced and the outside voxels and elements are still intact, will the new owner be able to create a master blueprint of effectively a stolen ship design, albeit without any custom scripts (destroyed with the core).  This doesn't seem right.  I don't have an issue with someone putting in the time and manually copying someone elses design, but stealing a single ship and getting infinite blueprints out of it seems like there is little point to selling blueprints.

  7. Space Engineers also has this functionality:

    • Hide UI information/graphics (including other character names/waypoints etc etc) to have a "clean" screen in order to take picures.
    • Take picture of everything on screen. It's a screenshot. Nothing fancy here.

    These are separate features so that you can take pictures with the UI stuff to give a feel for the game and the other to make pretty in-game screens.

     

    Maybe this belongs in the idea forum.

    On the one hand, I hope NQ does add something like this. But on the other, I believe the core mechanics are more important.  On the other other hand, if it's quick to implement... ;)

  8. I can organize an arena battle in DU so that the Empire beaurecrats can fight it out to see whose thread is the best. I am sure many will want to watch.

     

    (Disclaimer: Participating in arena battles may have the following side effects: euphoria, swearing, nausea, injury and death. Arena battle employees do not take responsibility for loss of sanity, equipment or life. Terms and conditions apply.)

×
×
  • Create New...