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Kurock

Alpha Team Vanguard
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Posts posted by Kurock

  1. No I am not trolling. Im sorry that was my bad, I didn't realize you were talking about the arkship rez nodes. I guess for those, it would be nice to move your spawn but only if you personally have visited the node

     

    I put it down to my bad explanations then ;) (And I agree with what you said, because that is exactly how rez nodes work)

     

    The point is that it was indicated by JC that DU *may* allow for a free once off switch to the new arkship when the time comes. Though I think this is quite a way away (around 2 years after release).  

    The OP was suggesting special organization related rez nodes, which means new players belonging to an org can just rez at the org home base.  Which at first glance looks quite appealing to organizations that have a base far from the arkship or for the more nomadic organizations. But ultimately defeats player interaction and the resultant emergent gameplay.  I don't think this will be the last time that convenience is weighed against the creation principles of the game. 

  2. I am going to shamelessly steal Lord_Voids blerp about progression in DU:
     

     

    There are essentially 4 types of progression in DU:

    • Skill Tree Progression - This is the most visible of the types of progression. Players gain skill points over time (at a constant rate, whether they are logged on or not) and these allow players to level up their skills like mining or refining. These skills are where most of your stats increases come from. For instance, the Advanced Mining skill might give you +5% mining yield per level, up to +25% at level V.
    • Soft Skill Progression - This is the least visible but possibly most important type of progression. These are the skilsl you have a player: reaction speed, hand eye coordination, and general experience. These are the skills and general knowledge that a player builds up over time from playing and they are stored in your brain. This is understanding how the game systems work and how you can use them to your advantage. With these, an experience pilot on a brand new character could probably beat or at least easily compete with a novice pilot who has a max skilled character.
    • Social Progression - This is easily the most powerful type of progression in the game. Social progression is all about making friends, contacts and a reputation. I'm not talking about hiring people. I'm talking about friendship, respect, and loyalty. Even if you have no money and no skills, these people can give you a hand. They will follow you into battle and help you build your business empire. They aren't there just for the money, but because they genuinely feel connected to you. Now this is of course a two way street, so you have to be willing to return the favor. Even someone without an org, but who has a large support network of friends, is a formidable foe.
    • Resource and Gear Progression - Ah, lastly we arrive at the weakest and least powerful form of progression. This is the only type of progression that can be purchased using DACs. Resources come and go, ships are built and destroyed, gear is swapped in and out, fortunes dwindle. This type of progression is designed to be non-linear, so there is no one size fits all wonder gear for all situations. Sure, uranium is valuable but you can't do anything with it without the iron to build the ships it powers. And ships won't fly without crews. Sure, you could hire some people, but without he social progression they won't go the extra mile for you. There is no gear progression in the traditional sense, only different variants with different bonuses, and without the Skills to make the best use of those bonuses the variants will be useless to you.

     

    Soft skills are exactly what a master can and should teach apprentices.

     

    Having any sort of bonus on the skill tree progression means that people that do not know about the said bonus will lose out, even if it is just to starting skills.  The starting skills are already supposed to be able to be learnt in a really short amount of time. Why? So that everyone can try them out.

     

    Crafting skills are just one branch of the skill tree, so like all skills, expect the highest tier stuff to take a good while to learn.  It has been mentioned before that it is technically possible to learn all the skills in the entire tree, but it will take a very very long time. How long is still not exactly known (for obvious reasons).

  3. I don't know if you are trolling or I am failing to explain properly.

     

    You realize we are talking about changing your arkship rez node to the 2nd arkship rez node when it is discovered in around 2 years time?

  4. But you can't switch RNs, it is automatic isn't it? You respawn at the closest one, not one you choose. This could lead to people dropping all their gear, dying, then choosing to spawn in another galaxy which would be this magical teleportation. 

     

    But "switching" I mean changing your "zeroth" rez node: The rez node you will spawn at when all other rez nodes fail.  So no, you can't change where you will rez normally: it will always be the closest one.

  5. Yes it'll be only a thing when a second ark zone is discovered. And your points are exactly why I think getting there by foot would be much more emergent.

     

    Ah.  Slight misunderstanding here.  Your original reply could be taken to mean that anyone can switch to anywhere.  But I assume that you meant the switch only to the new ark zone starting area.  I don't have an issue with the switch to the ark zone area, since it is effectively where you respawn when all your other rez nodes have failed. 

    But switching to any rez node anywhere just seems... well... silly.

  6. I like the idea of apprenticeships and this can be done in game to teach others the "soft" skill and by that I mean the skills that the player learns on how to play the game which is completely separate from in game stats/skills.

     

    I dislike the fast tracking of skill gains.  This will be abused no matter what form it takes and will narrow the "correct" way to play DU. There should be no "correct" way.

  7. Well there will be a one time teleport, available for several days/weeks later in the game. If an org has it's base 493847489208777 lj away, it would be awkward for newbros to go there. Even though I think thats part of the fun, but what do I know ;)

    AFAIK the only one time teleport is when a new arkship is discovered and people want to switch to the new starting area.

     

    While certainly convenient, a one time teleport to an org facility it is unforgiving of mistakes, and limits player interaction. Why not organize ferries for the newbros? And if another rival org gets wind of a reinforcement vessel, people have to get creative. Yes, pirates may need to smuggle out their new arrivals. That's call emergent gameplay.

  8. Greetings fellow Dualers eagerly waiting for the arrival of alpha (September) and closer to the present, this months dev diary.

     

    The mission

    To make Dual Universe fun for all players. It is that simple and that difficult at the same time. While we have multiple projects to achieve this, your input is always welcome.

     

    Join us

    Cinderfall Syndicate (CSYN) is recruiting on all fronts (if you want to do something specific, we most likely have a place for you), but most of all I am looking for individuals that are willing to join the already talented team of 

    • researchers - The blueprint creators. A group that puts together prototypes and generally figures out how to best put tube A into slot B. LUA and CSS scripting happens here.
    • miners - The ones that extract/retrieve the ores from the ground.  Led by KittyKhatt, the importance of these tough resource gatherers cannot be emphasized enough.
    • constructors - Take the blueprints and resources from the top two and make them into a reality. This group is also tasked with setting up forges, printers and infrastructure in general.

    We cater to many different play styles. If your dream is, for example, to build space stations, we can make that dream come true.

     

    Come have a chat at in our discord server to find out more.

  9. Well, it is an MMO after all, should be able to rely on help from more than just that one person. Suggesting that it should be fast or easy to learn new skills? Yeah no thanks. Again regardless of skill tree design it is still an MMO and you should have to rely on others to fill in the gaps of things that you lack.

     

    Like most things, it's not that cut and dry.

     

    It should be fast/easy to learn the basic skills. This way new people can quickly gain a taste for how the various aspects of the game plays before choosing a specific path to concentrate on. Does this mean you can quickly learn how to create advanced techs? No.  

  10. Q: How do you specialize if you have a circular skill tree?
    A: Make the circle bigger.

     

    A slightly longer answer is having a few more "bridging" skills when switching between two major "trunks".  A person that specializes in one trunk will then necessarily be further along then someone that started on another major trunk and bridged over.  A way this could be implemented is to start in the middle and as you get further away from the center each skill takes longer to train. 

     

    Welcome to the skill forest:
     
    poe_skill_tree__by_jawsofhana-d4kgzrv.jp

     

    A good skill forest is worth exploring.

     

    Edit: Picture is from Path of Exile and you do not start from the center in that game.

  11. I think I am just reiterating what others have said before me here... but here goes anyway.

     

    EVE is a great game but has a big draw back, it became way more about politics and economy than space fights. I think that's why EVE players are so different from other MMOs Players .. (and not use to like or play other games, nor socialize with other MMO players)
    I hope DU don't follow this way, its nice that until now seems DU will be more about creation, exploration and fight. leaving politics and economy as a background.

     

    DU is a sandbox game with aspects of exploration, construction, combat, politics and economy.  No one of these are more important than the other and it is not required for all players to like all of those elements.  It is a design decision that a player may choose how deep they wish to go into each of these aspects.  

     

    Don't like politics? Be a neutral party that does whatever. (Just don't be surprised that annoying a large organization might have some repercussions.)

    Don't like playing in the markets?  Just use the auto-price match functionality at a market of your choice.

    Finding hauling goods from afar tedious? Hire someone to do it for you.

     

    The point of a sandbox game is to set your own goals.  Be it making loads of money, owning a planet, or kicking over other peoples sandcastles. There is no storyline or quest givers beyond what the players create.  Point is: do what you want to do but accept that the other aspects of the game will also be there for people that are interested in them.

     

    Edit: TLDR; its like what Twerk said, but put nicely. ;)

  12. "Duals" is the only one I would vaguely be interested in using.

     

    "Aliothians" because everyone is reborn on Alioth (sometimes more than once).  This once is cute because when the next arkship is found, it will be on a planet with a different name and people can be named after that planet.  But this name is not very unifying.  So "Duals" gets my vote until something better comes along.

  13. Great stuff. I found I liked the whole thing right up until it ended.  The end makes me sad. because it just cuts out.  And it was over.  Then sadness.

     

    Which was only driven away by starting again from the beginning.

  14. Why DAC?

     

    Besides the reasons already stated, (and this was probably mentioned before) but having DAC also reduces the blackmarket for "gold farmers" since players will actually pay NQ for a DAC rather than paying a dodgy site that may promise X amount of in-game money. I expect there will still be some, but vastly reduced. Why is this a good thing?  Because it makes the "real money injection" visible (rather than secretly happening behind the scenes) and ensures the money goes to NQ rather than dodgy third parties.

    People with money will pay money.  Having an official and regulated place for that is always a good idea.

     

     

    Leveling skills

     

    Skills will be learnt passively offline in real time.  So there is no power skill leveling.  Playing more does not give more skill.  No amount of DACs increase this.

     

     

    Back on topic

     

    According to https://devblog.dualthegame.com/2016/04/08/monetization-player-happiness-and-economic-viability/ there may in the future be a cosmetic cash shop. No mention of any tie in to DAC on that and I don't see why there should be.  As long as the shop remains cosmetic (no boosts in game of any kind) it will never be pay to win, no matter how you try and slice it.

    As such there is little reason to split a DAC into bits to make a pseudo premium currency.

  15. I do not expect to see automated drones in DU. Remote drones possibly, but not fully automated ones. And if there are autonomous drones I expect they will be very limited in function. Though even these are a bit worrying. Why? Because everything built in DU is a construct. We see ship, hovercraft, building, drone. The game only sees constructs. Anything you can tell your "drone" to do can also be placed on a hovercraft/ship. An automated battle/mining fleet is exactly what NQ do not want. Why? Because marginalizing players is not the point of the game.

  16. Welcome to DU ;)

     

    What do ya'll do to pass the time while you wait for something of this magnitude?  Do you play other games?  Do you design or find your creative outlet doing something else?  I oftentimes find it hard to play too many games at once....  How often do you find they give us updates in regards to DU?

    Posting here and chatting on the discord servers are a way to pass the time until alpha. And yes, many groups have started a DU community in for various games (e.g. Minecraft, space engineers, Conan, Hellion, etc). I suggest dropping by the discord servers to find out more.

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