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Lord_Void

Alpha Team Vanguard
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Everything posted by Lord_Void

  1. Probably smart to wait and see which orgs make it or not. Some of them probably won't make it to release. I think they have mentioned something about a build mode where you could test things out, but it will be very basic. We always need more shipbuilders in the game so whatever group you do go with in the future will be happy to have you
  2. Yeah I can see that now. Either way, the point still stands that the best way to promote the other sub is to make it more active.
  3. Ignoring Reddit would be a bad idea. Regardless of anyone's personal opinion, a huge number of people go to Reddit for news and content. It's ranking algorithm makes it easier to see good content at a glance especially when compared to forums.
  4. Give me a basic math problem and I will solve your calculator.
  5. It would be interesting to see a group just jumping from system to system, only staying long enough to build a gate to the next one
  6. The thing is that all systems are "reachable" in the sense that you could fly to them. It may take months or years but you *could* do it. Systems that haven't been visited yet don't take any data to store since they haven't yet been generated on disk but hey do *exist* in the sense they are already defined by the math. Also, the devs have stated that they want people to be able to reach systems even without stargates (though it would be very very difficult) so having that as a possibility doesn't violate their plans. Very true, the data storage will definitely accumulate over time but the cost to store it all will hopefully go down over time too. You're right that *technically* it can never be infinite, but it is infinitely expandable.
  7. The universe is technically infinite but we will only be able to access some of it because it takes time to discover and connect new systems. The planet's and systems are completely procedurally generated. The artists do not touch them since that would take way to much time. The systems don't get added in expansions because they already exist from day one
  8. I'm afraid I do not currently dedicate much time to this project due to time commitments elsewhere. The website will receive periodic updates but for more specific support for you will need to look elsewhere. I will revisit this project closer to game launch.
  9. Hence why they are developing the game fully then launching it before adding in additional features. They are building a feature complete, stable game with a defined set of features, precisely to avoid getting stuck in development hell (like some other games *cough* *cough*). They aren't going to release a partially complete game. They are releasing a complete game and then going to add more features in later. What are you talking about? They are incredibly popular and doing very, very well. If you can't afford to pay for a game, you can't play. If you don't think it's worth it, then you shouldn't play. Period.
  10. I agree. Please provide more detail. That said, I think including NPCs would both set the game development back and require many systems to be redesigned.
  11. Why did I have to be dragged back here with a quote
  12. Wow nice comeback: "Lalalala I'm not listening" Seems like I responded to most of your points. Seriously though, if you think I missed one, feel free to name it so I can respond to it .... Your debate skills are fantastic. Funny because you just called my math an opinion but okay I guess when you say it it suddenly counts as a "fact". "I exist therefore I need an aircraft carrier." I do not understand this point. Trolling aside, please explain this. How does not having access to large ships prevent small groups from existing? Okay kid. Whatever you say. "Releases crews" lol. Crews are not some feature to be released, they are a natural extension of being able to build large ships. The more stuff you have on a ship, the more people you need to properly run it all. There isn't some feature from NQ saying "okay you need six people to fly this ship. Oh no, no one is in the mechanic seat ... I guess the ship can't fly." If you can get enough people to make it work then it works. And those are some pretty bold, committed predictions. No new players? Not even one? and 365 days of server time? Not 366? Well, I guess so ... I mean: It's a fact. This is the kind of stuff that tells me you are really just throwing things at the board to see if they stick. If the average consumer wants your product, doesn't that mean you're still appealing to them? The thing about niche markets (which I'm sure you already know since "anyone with any experience in marketing will know" this) is if you are serving a niche market you have to cater to that niche. You have to corner that small bit of the market with a product that only you can provide. If you can get some mass market appeal too, that's icing on the cake, but if you try to pursue mass market appeal you do two things: 1) you dilute your appeal to your niche and 2) you have to start competing with other mass market products. Think of it this way: imagine they focus on the first person shooter aspects of the game to appeal to more casual, adrenaline junkie styles of play (nothing wrong with games like that, I love shooter games). Once they do that, they have to compete against titles like Battlefield, Halo, Call of Duty, CS:GO, and they are just not going to stand a chance there. Meanwhile, players who joined for the more niche features (like building, mining or market things) will be shaking their heads at how the game is not what they thought it was going to be, and they will move to other niche games. Just look at EVE. They've made numerous changes over the last few years to make the game more "accessible" and more appealing. And every move like that they've made has driven the player count lower and lower because they are alienating their niche and not managing to compete at a mainstream level so they don't get new people. The goal should be to grow the niche not leave it. Not everyone wants to shoot things. That's not even a reasonable assumption, you are literally just making up a number. Someone better tell Minecraft, CandyCrush and Farmville to add guns or they are never going to get any players .... In all seriousness though: I don't understand where you are getting this vision of the game's survival being solely dependent on people being able to fly large ships solo ...
  13. I see the problem with two sub-Reddits, but what can we really do about it now? In all honesty, r/dualuniverse is way more active than r/dualthegame. If you want to shift people from one to the other, you have to get r/dualthegame to be more active EDIT: Looking a bit more, this activity seems to have only started recently, so it's probably the result of this thread lol
  14. Oh my ... the assumptions .... First off, there are almost 8,000 star systems in EVE, so that 30,000 rapidly turns into 3-4 people per system, often less. Compare that to DU where everyone will be in the same system for a while after launch. Even after a year or two, the DU game world will probably only have a dozen or so systems connected due to the expense and difficulty of building gates, so even 1600 ships would be 133ish ships per system assuming 12 systems. Why is that a problem? If everyone wants to be a pilot then they could all fly single person ships and all be the pilots. Not every ship needs to be a six person cruiser, in fact having a variety of ship sizes in a fleet will probably be the norm. Remember that there is a lot more to do in the game rather than fly around looking for fights, so if being on a ship isn't your thing there is lots of other stuff to do. That being said, I don't know where you keep getting the "sitting around for four hours waiting to push a button" thing ... see my previous posts for why that isn't relevant. I think Pang_Dread summed it up well.
  15. Fair enough. No, my point was to propose an idea where they did have a finite amount of material in order to conserve the amount of mass in the universe.
  16. Yes, I am quite aware of the current model. This is an idea for a different model.
  17. I can't tell by your quotes what "this" is
  18. Okay, so this idea hit me the other day and it is not fully fleshed out, but I think it is a good start of something. First, here are a few assumptions: There is a finite amount of each material to be mined in a given system. Systems will be depleted over time. When a ship is destroyed or a person is killed some material is "lost" forever, while some can be salvaged/reclaimed. The economy needs some sinks and faucets in order to prevent excessive inflation or deflation over time. Now, my idea to address some of this. Basically, when ships are destroyed or people are killed and some of the material is "lost" the amount can get added to a system-wide tally. Material sold to the Market Bots that JC mentioned would also get added to this tally. The game could then pull from this tally to generate material asteroids in deserted parts of the system which could be scanned down and mined, thus restoring the resources to circulation and conserving the mass. These materials could then be used or sold to market bots again, bringing currency into the game. In addition to preserving mass and providing a currency faucet, this would provide some basic "PvE" content and help prevent systems from becoming depleted. To provide a currency sink to counter the currency faucet: the market bots could also sell the materials directly from the tally but for a fairly high price relative to what they buy it for.
  19. I agree: too complex. I would rather have fewer factors with more variations.
  20. So, basically, other orgs pay to do your org's work so that they can use it?
  21. I agree, from the looks of it they are more like magic inertial dampeners
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