Jump to content

le_souriceau

Alpha Tester
  • Posts

    974
  • Joined

  • Last visited

Posts posted by le_souriceau

  1. How do you expect it will unfold? And how patterns of possible profit will be arranged?

     

    First of all, lets leave ships alone for a moment. This is about old good solid ground buildings -- bases, cities, palaces of rich and huts of poor.

     

    Timeline -- moment when 1) nda goes 2) last wipe done 

     

    Here is my take.

     

    > At begining every org will have "leader with grand vision" or some kind "chief achitect". At this point it will be very hard to sell anything. Because they will think that they absolutly good by themeselfs. 

    > Bulilds aimed for PR and skill demostration will start popping off. Some from orgs, some from unaffiliated players.

    > After a while it will be painfullly obvious that some orgs stuck with incompetent builders (and this is often paired with incompetent leadership). Symptoms predictable -- naive gigantism, lack of focus (idea to be everything in same time), slow progress and just ugly result (sometimes to level of joke). 

    > Orgs (at least more peaceful ones) will become increasingly interested in aquiring more quility builds for PR and prestige show off. Indeed they firstly try to "make" good builders members to have their skill for free.

    > Rich bored players or just connoisseurs of fine architerture will start patronizing exeptional builders (by hiring them for special projects or buying their works).

    ! Here time for serious buisness. Projects for hefty sums of in-game money and even DACs are possibility.

     

    X There is some orgs concieved as specialized in disigning and buiding things. Problem is same -- no one needs you services here if you are not like head above them in skill. I predict some of those orgs will fail miserably. 

     

    > But strongest builders (and builder groups) survive and prosper in increasingly fierce and agressive competion. At top tier it will boil down to small group of prima-donnas (mostly entangled in building cold war).

    > Success also dependant of how unique style of builder/s will be. Lots of skyscrapper futuristic cities expected (because this is easiet way in setting-materials-wise) , but few of them will be good. Most -- boring glass boxes.

     

    = To be payed for you buiding skills you must be EXCEPTIONALLY GOOD,  for anything else orgs will gladly just use "free" labour of their slaves members.

     

    Sorry if my projection is little bit cynical : ) Also for english. 

     

    What is your take ot subject?

  2. Hmm, thanks, I see how it works (more o less) with ships. Improving and tunning is indeed reasonable spice for whole offer.

     

    What about buildings? (Most of my message was about them, actualy, my MC background works).

     

    Expample. Like guy 1 builds something like ultra-epic pink space fortress with fat unicorn in strange position on top of highest building that looks like candy. Everyone just dying how good this build is. But its owner refuses to give or sell any plans for copy -- no matter the money proposed. Then some sick unicorn-loving millonaire comes to you and tell - hey ccO, make copy for me for game $$$ or DACs.

     

    Then moral problems rolls (as I see it).

     

    Owner likely will be absolutly against such action. He wants his build stay unique. Even more he can fastly turn increasingly hostlie (as his friends).

    Other players will see you not as "copyright-freedom-fighters" but kind of dirty mercs, who will copy own mother for profit.

    Even if you finish build and copy in nicely (even with some improvments) -- result will be more or less stained by this little paid "theft", never as standalone thing, but copy.

    Owner of copy barely will be seen as good or serious man (here this part with not-so-cheap-but-fake-watch). Because his new possesion will be product not of building talent, but $$$ (no matter ingame or outgame).

     

    Or may be I'm too romantic about all this builder honour : )

  3. Thing is (if plan works) you will be mostly asked to copy something cool and, most often then not -- rather big. From skilled builders. Who will be known in community. And I'm seriously doubt it will be practical and profitable (not only in material sense) to copy serious "signature" builds, because its more things of artistic prestige and show-offing then any material use. And if everyone knows that its just "stolen copy" (and they generaly will) -- new owner ending percieved kind of bouffun in gentlemen part of community. Like cheap guy with obviously fake expensive watch.

     

    Also, issues with original disign owners can go south (and completly out of hand) extreamly fast. And far beyond gameplay borders. Like they not simply attack your ship, but will hate you as person, seeking all kinds of vengeance.

     

    With smaller and less known things it can work, to extent. 

     

    Generaly, idea is fun (as some kind freedom-protest mentality), but potential complications are very harsh. 

     

  4. Well, I have a lot (years) of experience building/managing cities in Minecraft in survival server. Game is different,  but as I can see it, there still will be lot of similiarities.

     

    Reality check will be very harsh for many. Things go south for "mayors" with FTL speed, as I seen it in Minecraft.


    4 types (or combinations) of "city-like enteties" can survive (and be to extent practical or entertaining):

     

    1) Its of extraordinary architecture, place generates tourists and something like  patronage from important people. 

    2) Location is really strategic and offers something really needed (respawn - fuel - ships sales),  possibly on edge of hot pvp zone. It can work, if managed properly.

    3) Location is some kind of capital of top organization and visiting/using it kinda forced on members/associates. No clear result, but will work.

    4) Owner just of so powerful interesting  personality that people stay around his place to interact, whitout any material reason. Such people blessed with godly charisma very rare, but it happens.

     

    Everything else, to be honest, more or less doomed or will be complete pain to maintain.

  5. Everything will be okay, not so drammatic : )

     

    Devs can regulate cash flow by monitoring of statistics and editing bot-vendor buying prices. When its too much money - they lower prices (and by so - emission) and players will be more motivated to trade with other players. If money supply is low - they just up the vendor prices and by that pump up some cash in hands and balance situtation.

     

    I doubt there will be some kind of full stop of money-generation, its will rise problems with new players. Just some sort of regulation and balancing. Money will leave system with players who quit. If contolled territory will be taxed (and its very viable solution) - money be leaving economy like river. And, after all, its nothing too bad with little inflation over time. It is realistic.

     

    About hoarding organizations - some infuence is possible (this is by the way is idea of game), but is not likely they will be so powerful as in their todays dreams and adverts. "Corporate conspiracies" will take time and devs always can react with some soft countermeasures.

     

    So many of this twerk guy in every thread. I think its called narcissistic personality disorder.

  6. I'm strongly for unlootable, safe DACs.

     

    Main reasons:

     

    1) Lootable DACs will lead to rapid escalation of hatred in our community and poisoning of overall game atmosphere by constant fear.

    2) In-game trade development will be crippled by need of using only safe-zone hubs.

    3) Players, who enjoy suffering of others (and present in every game) will be extreamly motivated to do their worst with lootable DACs.  

    4) Many people will not take lightly loosing DACs and quit the game, with very bad feelings. DACs cost real money and its simply immoral to take them from people just for "game mistake". They will be pushished enough by loosing inventory/ships.

     

    Thanks.

  7. I want to raise mundane, but important question for many possible, future players.

     

    What about subscription fee in CIS-countries?

     

    Hate to say something like "give us discount, we too poor to pay for games we like", but this not so far from reality for many gamers in Russia, Ukraine, Kazakhstan and other countries. Kickstarters says that DAC cost is 18 euro after game release (if I understand correctly). Its absolutly crippling price for CIS. 

     

    Any hope price will be region-based? 

     

    There is very positive example - Steam. Even with legacy of legendary game-piracy in CIS, people now buy, and buy a lot, when price is affordable.

  8. This is castle I'm currently building (WIP) in Minecraft. 

     

    castle_du.png

     

    This is "aerial" view of my city. New castle will replace old crappy one (some day). Everything too in "constant process", so some strange things and pits can be seen.

     

    meovia_du.png

     

    Some buildings.

     

    merovia_shaders8906995.jpg

     

    mrv19206369.jpg

     

    tower58782378.jpg

     

    mt18766028.jpg

     

     

    mer_townhall38741577.jpg

     

    mt19208874.jpg

     

    Time to stop. I hase so much of this stuff to show : ) I played MC literaly years and years.

     

    But if you want to see somthing more close or detailed (and I dont lose it original, in case of more stand-alone projects), my pleasure.

  9. I also can recommend (sort of) using Blockscape game. Its some kind of forever-early-access-dead, but as voxel-based constuctor is have some strong points. Main of them - mechanics of building is pretty much close to those of DU (as I can judge from devs videos). Bad thing: stability, building instuments and UI in Blockscape is compete atrocity, so only for rather patient people. 

     

    Another tricky part, I cannot recomend to buy it fo just this experiments. And piracy is so bad... : )

  10. Hi, everyone.

     

    Long story short, after literaly years of Minecraft and thousands of hours, I get little bored and was wandering to find some new amusement. So I stambled upon DU. Game conquered me by its potential.

     

    As my little boring bio suggest, I mostly interested in design. Ships. Buildings.  It was temptation to make some mock company with fancy name and me as fist and only employee, talk about lot of fantastic things, but... meh. I will probably just work freelance and solo. 

     

    And I made little showcase project. This is light aerospace fighter, sketchy 3-day work.

     

    strike5.png

     

     

    strike6.png

     

    strike4.png

     

    strike3.png

     

    Made with Blockscape. Game itself is complete crap, but works (and looks) good as voxel constructor. Bad side - process is mostly hand work "sculpting" (little or non instuments), very time consuming. And UI irritating as hell. 

     

    Generaly, I plan use this thread as some sort of portfolio, form client base, so to say. 

     

    Thanks!

     

     

     

  11. DAC is payed by real money and for some people cost a lot. So all this nonsense about lootable DACs is best and easiest way to completly destroy and poison everything good in community. Amount of agression and hatred after this "DAC-incendents" will be enormous.

     

    Indeed, there is always some "pirating" lobby, but this is immature and bad for game in long run.

     

    DACs must be just what it is - completly safe, undestuctable currency for big deals.

     

    And this "option" about bla bla bla our founder dacs not lootable, but other people lootable is just... phhhww. This in not compromise - its outright selfish elitarist hypocricy. Of course every one here is backer and likely to selfishly take this option. Disguasting. 

  12. Epic fail of NMS already gives very negative effect on our KS campaign. Its in the air. If DU Kickstarter started, lets say, year ago, it will be 1 kk USD for same time period, even more. But after NMS people very suspicious, to say at least, liar Murrey crippled genre for years.

     

    So, interesting PvP at start, and overall GOOD start is essential MUST for DU, just for survival at larger scale. Critics, youtubers and other crowd of this sort will be completly mercyless.

×
×
  • Create New...