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Kurock

Alpha Team Vanguard
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Posts posted by Kurock

  1. Hahaha. You guys.  You crack me up every time.

     

    Now suddenly the guard timer is infinite instead of 48h.  There will still be parking lots, security forces dedicated to protect assets of players, stations with huge and hard to kill shields run by players, stations dedicated to host those police forces. 

    Do you know why?  Because those big ass stations will have people on them.  What does that mean?  It means no guard-timer. Only player shields which allows all the ideas you mentioned before.

     

    The only places that won't have a guard-timer are those places with no one in them. And then only for the first 48 hours. After that, its all fair game.

     

    This allows more emergent gameplay, not less, because:

    1) More people will feel they can go exploring space which they couldn't do otherwise without this mechanic because of the time real life allows them to play the game.  More players in space means more victims  explorers.

    2) Playing alone becomes viable.  It's still not going to be easy, and more people will always have an advantage over a single player, but at least it is possible.  This mechanic favors the loner.
     

    Course I don't play EVE so how much can my opinion possibly mean?

  2. Interesting opinions so far.

     

    So let's start by stating what we know and don't know:

     

    1) Fairness is important in DU. There will be no orbital bombardment and no death ray for this very reason. People will always know what is happening to me (at least mechanically).

     

    2) We know that when you log off, your construct stays in game where it was.

     

    3) In DU there are no ships or buildings: There are only constructs, some of which happen to be able to move.

     

    4) We do not know how shields work in DU yet, all we have heard is that there is a 48 hour timer. So let's not jump to conclusions before we have even had a devblog about how shields actually are intended to work.

     

    Now I will skip to my own conclusion:

    To be fair to all players, any unmanned unmoving construct will necessarily need protection of some kind because Real Life Happens. This makes the game more accessible to more people. Crying that this is unfair to pirates is incorrect. It is 'unfair' to cowardly pirates that are too afraid to attack a manned construct.

     

    But doesn't this mean everyone will just log out at the first sign of trouble? Well, games have solved that problem a long time ago: the shield only goes up after a certain period of time has elapsed after the last mans log off. Does this hurt unintentional disconnects? Yes, but that would happen far less often at the exactly wrong time than people would abuse the system to stay safe from bad situations.

     

    I would rather this timer-shield, call it a "guard shield", be seen as a separate mechanic to normal player built shields. Player built shields would run off power and can be knocked down as mentioned in earlier posts.

     

    My 2c

  3.   From my experience with it, it suffers from an awful lack of balance in some area, particularly with land ownership. DU needs to avoid this by properly balancing the ownership system, which will be challenging to do. I have faith in them, though.

    Could you elaborate a bit on how land ownership is unbalanced?

  4. kurock, while the game is 3d in the video it could be spherical yes but it could also just be infinite in two directions and have a fly limit from top to bottom though.

    Ah. That is a bit clearer. The answer to that would be: I just don't know. I am under the impression that all directions are infinite but this might not be the case.

  5. One thing i see which is bothering me, is that everyone is trying to be allies with everyone. Which will lead to a mroe Utopian state and less conflicts. And while BOO is stating they don't want to be law keepers they themselves are sort of making a "pirates code" to basically be somewhat friendly. If this keeps happening, i believe a lot of people wont be fighting and having fun and that if it does happen most of these alliances such as cindefall would just have to disband and re adapt.

    Interesting view. I believe if a utopia is reached Cinderfall Syndicate will have succeeded in what it is setting out to do. That said, the chances of all organizations working together in harmony (or at least in relative peace) is beyond remote. I don't think I have heard of a game where this actually happened.

  6. the only placei can see this being used convceniently is place these invisible tags around space station systems that are supposed to be restricted so when someone goes in one of the places he gets a tag on him and if he ever walks through the front door or what not the tag would trigger a trap door or what not that would "arrest" the perpetrator.

    Prisons are covered in another thread. Summary: there are no prisons (unless the prisoner RPs it)

     

    But a lethal alternative would work in this example.

  7. the problem isn't so much the speed... it's the monotony.

     

    Most of the suggestions in this thread aren't about speeding mining up but about making it entertaining and intellectually engaging.  Doing that may actually slow down mining...

     

    The suggestions in the thread are exactly meant to come up with ideas to make mining entertaining and intellectually engaging.  The speed of mining is immaterial as mentioned in the first sentence.

     

    Automating mining hopefully won't happen. Or be so inefficient that it makes player miners the go to.  Exploding minerals might be one way of doing this.  Having to constantly repair the digging ships would be more expensive than miners that can dig with better precision around the exploding parts. 

  8.  

    Haulers and transporters with large ships will be hardly concerned with the small reward of the job board. To the new player, 22,000 U2 might seem like a lot. Haulers might make 220,000 everyday. 

    +10% credits?  Sounds worth it to do a quick check in the local job offers.  The hauler is going there anyway so why not?  But your point is taken, for small enough amounts a big hauler is not going to bother. My point is that he still could.

     

     

    If the job board involves taking and item from point A to point B, I don't see how multiple people could do that--bearing in mind that removing an item from an inventory does not leave it there. 

    If a job (some not all) is not a physical item, it could be spread by multiple people.  The point is to spread the jobs themselves to other job boards. This might not be required if there is a communication relay between the job boards.

     

     

    For jobs that require things like construction, or assassination or getting an item from point X in a different place, simply accepting the job could invoke a timer. Until the timer elapses, no other player can apply for the same job. That will leave sufficient time for people to get started on the job, without giving one player the ability to hoard jobs.

    For the hoard!  There might be a limited number of jobs a person could be doing at any one time, this will actually encourage people to take the most profitable jobs for them.  So the hauler won't bother with the smaller jobs.  Construction jobs seems more like advertising where you still need to apply with the job creator.  I don't think a timer would be a good idea for moving items unless its asking for specific items that the job taker can source from anywhere.

  9. I doubt this kind of door would be airtight though so it might be a problem depending on how indepth they go with systems like that.

     

    I would love to be able to build voxel doors and stuff though but mostly as long as we get rails and I can make a linear train to space (space elevator) then im good

     

    I believe JC did say that it is unlikely that there will be an air pressurization system.  This is more from a server load perspective. The most likely system is an air bubble creator, if the concept exists at all. The upside is that we don't have to worry about voxel doors being air tight, but rather that they look good.

     

    Also the space elevator idea was shot down during the AMA.  If the planets do rotate, there will be a limit to how high off the ground a construct can be built.   This is to prevent buildings that are rotating with the planet from crashing into the static space stations.  

  10. A job to spread jobs/messages?  It is an interesting idea. I feel that transporters will pick these up as they haul goods between locations because they are going there anyway. So how will this favor the new player that can afford a small nimble ship? Perhaps multiple people can accept the job but only the first to complete it gets the reward? 

  11. Tracks are near the top of my DU wishlist :)

    Doors just scratch the surface, like OP said.  Elevators, trains, shutters, drawbridges, instant fortifications, forklifts. etc. these are just some of my favorite things.

  12. As much as we would like to put some people away, I don't think it will be viable as long as there is a suicide option.

     

    Without a suicide button, imprisoning someone would then only really work in a safe zone where they can't break the walls to get out. 

     

    Or you could convince your 'prisoners' to come willingly.  :P

  13. I was going to say something about how utterly hypocritical your rant about "carebear catering" is, but I find myself not caring overly much. I was going to add that required resources are "out there" and not in safe zones in DU, but you already know that. Other points are well made though.

  14. Pointing out the issues in your arguement is not "deviation from the subject". It's called a "discussion".

    This is rich coming from the biggest troll in DU.

     

    Considering the tags system as a gameplay feature, yes, it can make mass scale interactions simpler by making a group outlaw red for your org to know "these guys are hostile to us". But making said tags none visible to the other party is quite the problem innately, let alone making said tag transmitting the exact location of a person and implementing thingsl ike insta-kill traps. Also, bounty hunting needs to be challenging, not a "kill X person" quest, complete with tracking on the star-map. Just saying, there's a reason Direction Scan is in the game, and it's not just for mining

    And ignoring my entire previous post is a great way to have a 'discussion'. Carry on. I am sure it is entertaining someone.
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