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wizardoftrash

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About wizardoftrash

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    Novark Citizen

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    simulation complete, resume cryosleep... "ah crap I'm still on the arkship"
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    Gold Founder
  • Alpha 1
    Yes

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  1.  

    discordauth:Y9w9CMCY5sA-dQctziR1w2MVSk8rRIRinPWpve_QCbI=

  2. Though I'm really glad to see solid build protections, it is interesting that we'll have a sort-of soft safezone in the form of sanctuary zones. I'm eager to hear more about this, but it sounds like Sactuary zones will be the perfect place to store and trade in stolen goods as I would suspect it would be closer to high-resource areas, and an optimal place for raiders to make a "safe" base to launch attacks from. It would also potentially be possible to use sanctuary zones as end or start points for trade ambushes (where you have a lucrative trade set up in a remote zone, with the intent of hitting the trader before or after the trade). Assuming the goods survive the attack, you'd be able to put them right back in the sanctuary zone lol. I do really appreciate that there will be a couple of solid options to keep a tile safe long-term. This will allow non-mining infrastructure to be stable, so we could actually have booming economic centers and development centers in non-safezones. Twek and his ilk going to be pissed when the find this out though lol
  3. I kinda like "Wall". Not everything high tech needs a long name.
  4. Our most recent Devblog laid out NQ's plans for how base protections will work in non-savezone areas, and I've got to say I'm relieved. In summary... -Can use a Force Field Unit (I'd like it to be more of a structural integrity unit myself, as a forcefield implies it prevents entry, which so far the proposed mechanic does not). -Force field absorbs damage. When it gets below a certain threshold, it effectively freezes pvp for 24-48 hours, making everything temporally indestructible. You'll be able to predict when your defenses drop, and there will be a cool-down before turning it back on. -You get an Email notification when your stuff is under attack Yes, I know the EVE tryhards are going to cry and moan about this, but as an ex-eve player who really wants to participate in pvp in DU, I'm extremely relieved that there are solid protective measures like these. That being said, I don't expect these defenses to come cheap, they might require quite a bit of upkeep to maintain, and they might eat a ton of power or resources to turn-back-on after a cooldown. This means that not every rando player will be able to keep their stuff shielded 100% of the time. Pirates will have plenty to do while they wait on my shields to collapse. This also means that abandoned structures left by inactive players can eventually be purged, at the *worst* after about 48 hours. So what should this force-field be called?
  5. wizardoftrash

    BOts SCammers

    eeehhhhh I dunno. I do think that there might be one reason people will attempt to multibox, that being the 1-player 1-gun rule on ships. It'll really depend on what the "final" combat system ends up looking like.
  6. wizardoftrash

    My biggest worry about this game

    Sure, and what marketing campaign has DU set to be a full-loot FFA-PVP game? Have we gotten any bit of advertising to suggest that it'll be a thriller full of combat? Maybe that was a big part of the kickstarter? Nope, nothing. Yes we've heard whispers of what pvp might be like in DU, but there hasn't been a single inkling that this is going to be a lawless hellscape like Rust or Conan. Emergent gameplay is something they are shooting for, however they are also wanting players to "rebuild civilization together", which would be impossible without a robust set of build protection and defense tools. They will likely put their thumb on the scale hard in-favor of those carebeares you mention (since as I've mentioned earlier in the thread, this game has attracted tons of bandit/murder hobo/greifer style players). Nobody really knows what the pvp/nonpvp cultures will look like or need until we actually have mechanics implemented for those. I suspect that you'll find it'll be much easier to set up a safe-ish place than it'll be to tear it down.
  7. wizardoftrash

    My biggest worry about this game

    The devs will also get to tip the scales pretty heavily here, don't underestimate the power of mechanical reinforcement! The game itself will likely have a bias towards order and protection, to help counteract the player-bias towards destruction and PVP. In games without that bias, it only takes a few destructive players to ruin the experience for a large number of peaceful builders, I've got some faith that NQ will provide plenty of tools to create safe-ish areas. We will still have some equivalent to null-sec (from eve) though, since "laws" will really only be enforceable in automated areas (like within the influence of a TU), or in areas where there are actually players to carry-out law enforcement (in loosely held zones or space without TU's). Outside of those areas it'll be the wild west, but space is huge, so a pirate finding you and killing you randomly will be a needle in a haystack situation unless there are solid ways to scan for ships long-distance, or unless you happen to be intersecting a high-activity area.
  8. apparently survival mechanics is something they'd like to add in some future update, so in the short-term these will be purely decorative. Now when we'd get those mechanics, and what those mechanics will actually look like is totally up in the air. NQ has their hands full getting the base game up and running
  9. oh no, we actually agree on something guess the world is ending again
  10. you know what would require people to think? if they needed to actually craft their first weapon rather than starting with an indestructible unlootable weapon. Otherwise you can get a situation where someone keeps respawning behind a bubbled grid with no gear, just attacking you again and again with their nanoformer. thats the kind of silly behavior you get when you "start" with a weapon, and it requires no thought to rush someone again and again "naked".
  11. Any starting "weapon" would hinder the process of people leaving the safezone to mine, since it would be such low hanging fruit (and exactly the kind of thing that would attract trolls). If you have to craft the thing, then that might be enough of a deterrent for trolls to not bother, or at least reduce the number or provide some time day 1 for people to mine before there are weapons floating around.
  12. My concern is that people would be hanging out just outside the safe zone day 1 to zap people with their nanoformer. If its something that you had to spec-into, or an "upgrade" to the nano-former that you'd have to craft I'd be fine with that.
  13. I see what you mean now, and I think this would certainly be possible. The thing is, miners will still be able to use regular ol' weapons too, so the way they would defend them-self is with... well... weapons. The way that I would see a weapon-ish tool be useful for PVP *and* mining would be mining-charges. It would be an explosive weapon that breaks up non-ore material (as you pointed out there) but would also potentially damage players and constructs to a lesser extent. It would probably use expensive ammo (as T&T in minecraft or similar items in other games are kinda pricey) but it would allow a player to mine lots of materials in a short time, so a good trade-off there. I'd also be down for a ship-mounted jackhammer or piledriver, but not really for mining exactly. As an Outlaw Star junkey, I'm jonesing for a ship-mounted class of melee weapons. Grappling hooks, claws, jackhammers, beam lances, you name it I'd dig it (not super likely to actually happen though).
  14. wizardoftrash

    My biggest worry about this game

    Precisely. But more importantly here, NQ isn't a bunch of dummies, they know games like this are troll/griefer bait. To prevent this from being an anarchy murder-hobbo garbage fest, they are going to have mechanics in-place that make it kinda hard to ruin the game for others. I mean the motto is "rebuilding civilization together". I think the protection options for builds and tiles are going to be pretty solid. That doesn't mean the game will be safe that's for sure, but there will be plenty to dissuade people from griefing in the dictionary/traditional sense of the word.
  15. I believe that the plan is for mining to be done using the nanoformer. You know that quick footage of NQ removing spheres of dirt and adding it to their inventory? That might be what mining looks like, in which case no real "mining tools" necessaraly. If that's the case then no, the nanoformer should not also be a weapon, it would again devolve to "rust in space" where your trusty rock is your first tool and also your first weapon, naturally people run around hitting each other with rocks. They did make it clear though that mining would be done by hand (no ship drills or mining lasers here), since they wanted to make scanning and mining an engaging activity, and doing it form inside a ship removes from that. I wouldn't be opposed to having hand-held mining lasers of various qualities that could double as something like a melee weapon (sorta like assaulting someone with a chainsaw). This would also allow them to develop mining tools that each have different strengths (a tool that can only gather common materials but gathers them quickly in a wide area, one that's slow but squeezes some extra ore or higher purity ore out of it, etc etc). It would make sense for such a tool to hurt players, however you'd have to be careful how effective it can be against constructs. If the mining laser tool works well on ships, then it would be just like the grinder in space engineers, where you can bust up basically anything for free as much as you'd like. To damage a construct i think you'd need an actual weapon, ideally explosives (something designed to hurt constructs). To take a page from something rust does well, it takes for friggin ever to break down a door with anything other than explosives (and that's honestly a good thing)
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