Jump to content

Dunbal

Alpha Tester
  • Posts

    54
  • Joined

  • Last visited

Everything posted by Dunbal

  1. I don't doubt either your sincerity or your efforts. I think it will be interesting to watch. There's always something the devs haven't thought of that someone else has. Anyway to some extent that's what the Alpha and Beta are for, right?
  2. You've never heard of Jita undock have you? I think just the mere fact that you claim it's not possible will be enough of a challenge for some players to prove to you that it IS possible! Never underestimate the creativity a griefer can summon in order to ruin your day As for leaving by ship - are you telling me there will be no ship to ship pew pew?
  3. Welcome welcome welcome!
  4. If you cook it too long it gets all rubbery maybe use projectiles instead of energy weapons? Welcome!
  5. Be careful, I've seen what friendlytyrant03 does to his "friends"...! Joking - welcome!
  6. If "other games" are anything to go by, I can imagine a whole lot of griefers just sitting outside the shield waiting to jump on anyone who dares come through it... now if only someone had some teleport tech and could build a teleport and teleport people out of it at some random location, for a fee of course... or you could try your luck in the tunnel. No one has ever come back... so it must be safe, right?
  7. 30,000 years to get to the next system, over a year to get to the nearest planet - all dealbreakers for me unless there's plenty of other stuff to do in the game in the meantime... and my PET better be cute and good at what she... er... guys?
  8. There's a way to get around this and have a hugely successful game. Just buy 100 gold from me and I'll tell you how... !!!!!
  9. Yeah I don't disagree with you. I've been online a long time. I mean a LONG time (1986, when I got my first CompuServe account). I've gone from paying $6 an hour for online services (at 300-1200 baud, of course!) to free to play games. And while this is anecdotal evidence, there is a definite correlation between the cash you invest and the strength of the online community. When we paid $6 an hour, everyone was polite, online communities were rock solid, people helped each other and pulled together both in the forums and in the games. There were "bad" people too but usually they were the "honorably evil" types, playing in character but never, say, attacking newbs, etc. Then the model switched to "flat rate" monthly subs... games filled with beggars who would do nothing but sit around begging hard to get items from players. People started doing dishonorable things "for the lulz", etc. THEN models switched to F2P, and you could expect hackers, exploiters, griefers galore etc, on top of everything else. Needless to say communities and forums also degenerated into flame wars and trolling contests the cheaper it got. While I'm certainly not proposing going back to a several hundred dollar/month hourly subscription model, I do wish to point out that there IS a correlation between how much real cash you have to put into a game, and how civilized players' conduct is in that game.
  10. My name is Dunbal and I'm an alcoho.... er no wait, I'm a GAMER! Anyway some of you have already read the stuff I've been spewing in the forums. I tend to be opinionated. I'm quite often wrong, too. Don't be afraid to correct me, I'll merely wait patiently for the opportunity for reveng er I mean learn from my mistakes, try to better myself as a human being, etc. I've backed this game via Kickstarter. Hope to see most of you in the alpha. Good to be here, let's have fun, etc. Let the hype begin! while(hype++);
  11. The same way I prevent them from harassing, trolling and griefing me in other games. I harass, troll and grief them right back! ARK: Survival Evolved is especially good for that. It's hilarious to see them whine after a couple well placed jabs/shots kills their favorite dino, after the player himself is put to sleep, etc I just hope NQ addresses the issue of "offline base raiding" adequately. This happens in most games - ARK, Rust, etc etc. Automated defenses are always totally inadequate, so people just wait until a player is offline to break in with zero risk and steal all their stuff. Seriously. I'm not going to cite EVE as the perfect mechanism, but at least POS shields had "reinforced" mode and you had a way to organize some sort of defense... or get your most valuable stuff out in time (except of course that Titan that was half way cooked heheh). Working hours and hours just to have your stuff nicked because of a crappy game mechanic that encourages opportunism instead of strategy - not fun. Not fun at all.
  12. Awaiting my official forum "Gold Founder" title Can't wait to see y'all in the Alpha.
  13. For a given value of success. Considering the fact that they are currently adding a FTP model on top of the subscription model by playing with "clone types" because their membership keeps eroding, perhaps even Hilmar doesn't consider to be EVE successful anymore. After all EVE has been dying for many years...
  14. Yes the Kickstarter is going very well. I'm glad I could do my part. However I do hope that NQ manages to focus on the actual game development instead of going mad like, ahem, some other game dev I could mention that still hasn't shipped a finished product yet despite raising an unheard of amount of money... Money is nice. Game is nicer. It's what we paid the money for.
  15. The problem with a bounty system is something that EVE Online had to deal with. How do you stop the guy from letting a friend kill him, and splitting the bounty between themselves, or making another account and killing himself to keep the bounty. Any sort of bounty system is 100% exploitable, if you think about it. Get rewarded for playing like a d-bag and ticking people off so that they put bounties on your head. The ONLY way a bounty system would work is if the enforcement comes from the host. Giving any sort of reward to players = instant exploit.
  16. You've obviously never heard these words after a wait of several months.... it's almost orgasmic!
  17. Dunbal

    Stock Market

    Problem is enforcement. How do you ensure the link between the stock and the company. How do you prevent dodgy accounting and outright scams, having people pull assets out of the company after selling the stock leaving shareholders with an empty shell. How do you prevent companies from continuously printing shares and diluting existing shareholders, etc, etc etc. In the real world there are governments with their legislative systems to make rules and their judicial and law enforcement systems to enforce those rules and settle disputes. Who would do this in a game? Now I don't want to rule the idea out completely. If the devs allow us to create the tools to make a stock market (which aren't actually all that hard to make), perhaps eventually a player entity would arise that is powerful and influential enough to actually regulate some sort of market and punish those who abuse it. However this is something that would only work in the later stages of the game, in my opinion. At the beginning I doubt any player base would be strong enough or organized enough to be able to do any real enforcement. Of course the devs could create a sort of artificial hosted stock market. But then THEY are the ones who will be forced to do all the book-keeping, all the accounting, and deal with all the exploits that will inevitably happen.
  18. Interesting what you'll want. What you actually get: pickaxe, shovel, bag. And you have to make them. j/k your ideas sound cool but what happens when you let a single person have too much power and they start gobbling up all the planets for themselves? With great power comes great responsibility, lol. I understand about economies of scale, and technology can solve work-force issues with droids, etc - but at some point just keeping everything organized and working needs to be what puts the brakes on very, very large scale operations. For example to mine a planet, you'd need an energy source. It needs to be transported, stored, converted. No energy conversion is ever 100% efficient, so there will be waste heat to deal with, etc. All sorts of things that necessarily must put the brakes on purely fantastic notions of efficiency. One or a few dozen men mining a planet - hey, planets are BIG! If you feel like mining a planet so much I suggest you join EVE Online, go to nullsec and mine that giant Spod asteroid that spawns in the small industrial belt... a few days of mining THAT and you won't want to mine planets anymore heheheh
  19. This is actually quite tricky to implement. If it's too hard and results in too much frustration, players quit. If it's too easy then once a player has done absolutely everything, they quit again. The trick is to lead the player along a learning curve, showing them the promise of the great rewards possible if they take the time and skill to slog through the basic stuff. The best way to do that, according to behavioral specialists, is by first feeding them constant stimulus to get them used to the idea that there WILL be a reward, and then changing it to variable stimulus - providing the reward only occasionally at an unpredictable rate. That's how you get them 100% hooked. Of course if you're providing the reward less often you can increase the actual size of the reward and STILL have it average out as the same or a smaller reward/time to prevent erosion of the value of the reward. How do you think slot machines in casinos work?
  20. Whether you like "PVE" or not there is an inherent risk with PVE especially if it grants some sort of reward - and that is artificial inflation of the economy. If badly implemented PVE encourages mindless grinding and even botting. Any "rewards" from PVE should be carefully thought out and prevented from unduly influencing the greater economy.
  21. My vision is having much of the maintenance/repair automated/automatable as would be expected in a highly technological society - but players would have to build the robots/machines to automate it of course, otherwise it would be impossible for really advanced stuff, by hand and fairly time consuming for complicated stuff, straightforward for simple stuff, This would bring a whole logistical level to say, a military/pirate faction. It's ok to have ships to zoom around and blow stuff up, but those ships, weapons, ammunition, etc require support - which doesn't necessarily have to be done by the same faction but rather by other specialized players... players who would need to be paid or protected, and who could switch allegiance or even engage in some sabotage..... My idea is not to bring "more grind" to any universe but rather to encourage even more forms of emergent gameplay while increasing realism.
  22. Not necessarily. Simply things would have to be built more realistically - with redundant systems. If you go for a cheap design and no redundancy, well IF your construct fails mid battle - you only have yourself to blame... If you invest a little more in the design phase and minimize the consequences of failure, you reap the benefits. I'm not proposing that inherent failure of a system or material be a determining cause of success, however it should not be completely non-existent. Just like airliners rarely fall out of the sky due to mechanical failure - but also a lot of regulation, maintenance, spare parts, materials, processes, etc have to be invested to keep the fleets flying in a safe manner. And very occasionally disaster does strike. I'm not talking of a sort of "health bar" for materials that eventually winds down and the system fails - but I would love to see PREVENTATIVE maintenance having to be performed on complex materials and components. Such prevention would be costly in terms of energy and materials, and such prevention would essentially "reset" the chance of failure to minimum. It should be non-zero, but very small even under optimal conditions. And it should increase gradually but exponentially over time and under use, if preventative measures are not regularly undertaken. A sword blade has to be kept sharp, a bowstring has to be kept dry, a fuel tank has to be kept free of water from atmospheric condensation, airplane wings have to be checked for hairline cracks and metal fatigue, bearings wear out, etc etc. >But if there was some way to detect the integrity of all parts of your ship, to forewarn you if anything was wearing down, then I don't think it would be so bad. These means and methods could be things, processes, machines, made by other players and sold by other players too. Heck you could have entire industries specialized in maintenance...for example.
×
×
  • Create New...