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Lord_Void

Alpha Team Vanguard
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Everything posted by Lord_Void

  1. This would be really fun to watch (and bet on). I could see this becoming the sport for DU. People would stream it and it would bring groups of people together to enjoy it. I'm excited for this!
  2. I think we may hit 600k, but it would be close. I don't think we will get to 650k, but that would be great if we did! I think we may hit 8000 backers though. I'm just really happy that the game got funded!
  3. 150K to go! It seemed close for a while, but we did it!
  4. Still, adding in a way to create/access external databases and services would be a great supplement to the ingame economy. Players could then create things like zkillboard or eve-central.com, services which pull data from the game to help everyone function more efficiently.
  5. According to NQ they would like to eventually extend the territory control system into space, but will not be able to have that done at launch. Even without a formal control system though, organizations will still be able to "control by occupation" regions of space, leading to the treaty/smuggling gameplay you mentioned.
  6. Very true, but even with abundant resources they will eventually be depleted. That's fine for most planets, but it would cause problems on the starting planet as new players would be unable to get started in the game. If you have ever played on a large minecraft server, you will likely have seen that the resources surrounding the starting point quickly get depleted and new players must venture ever farther away to find what they need to get started. The main difference being that in minecraft people can just walk to a new area, whereas in DU if they can't build a ship to go somewhere else, they're stuck. That's why I propose either finding a way to add in a trickle (very small) of new resources or to give new players (after the game has been established for a while) some basic tools/materials with which to get started.
  7. I think the standings issue also brings up the issue of being in multiple organizations. How do people know which organization people are in? In most games (EVE included) there is a sort of ticker name that is displayed along with the character's name, but that can't work if people are in many different organizations. Say someone is a member of a neutral trade group and also of a more combat oriented group, and that someone else (who is an enemy of the combat group but an ally of the trade group) runs into this person. How do they know which group this person is acting as? Are they the neutral trader, or the hostile combatant? And will that be the same the next time the person is encountered? I suppose this might encourage a policy involving "follow the worst standings" but surely that would cause problems of its own (such as limiting the ability of neutral groups to function, or disincentivising membership in multiple groups ).
  8. I agree with Arisilde. While there will likely be plenty of established groups working to help new players get into the game and get started, new players shouldn't be reliant on that. If someone wants to come into the game with a few of their friends a few years after launch and play without ever interacting (meaning things like joining an org, trading or other such actions) with other people, they should be able to. They should be able to, in some way, accrue resources with which they can build their own stuff and get out to where there are more resources. If they can't do that, many people will just quit no matter how many other player groups are their to "help" them. For this reason, I still think there needs to be some form of renewable resources or it is going to cause the expanding bubble of activity that discourages new players. Perhaps some sort of asteroids that have to be scanned down? Not enough to discourage expansion but enough that places will never be without resources.
  9. Like Schoff said, they have indicated that the RDMS will allow for people to interact with/transport items they don't necessarily own. I predict that this will mostly be used by logistics divisions of large organizations or by a few specialized freight companies. I imagine it will generally be easier/cheaper for the average person to just transport their own goods, rather than having it shipped (depending on the location and cargo, of course).
  10. I believe they stated in an interview that all code in the game would be open source at first, but that they might implement ways to obfuscate it later on. While I, too, was a bit concerned about this, from what I have seen it seems the coding will be fairly rudimentary at first, and there will be plenty of people writing code that code stealing won't really have much of an effect. Later on, as they add more elements and more complicated things can be done with code, it will make sense to have ways to protect that code.
  11. I like the idea but it is impractical to put it in the hands of "equal" organization, not to mention the disruption to the sandbox gameplay ... Instead, I think they should make the first 2-3 rings of tiles be unclaimable, so no one gets it.
  12. I am indeed an EVE player. Like Warden said, please use punctuation. It's really hard to read without it, and that will lead to most people just skipping it. Also, welcome
  13. No one has pre-alpha access (except a special event where a few people got to access it for a few hours). If you want alpha access you will need to back the project on kickstarter. And the alpha won't be out for another 6 months to a year.
  14. Actually, it says it here: https://board.dualthegame.com/index.php?/topic/9994-open-discussion-dac-being-lootableunlootable/?hl=death "Regarding character death, the current game design (it might change) is the following: When a character dies, it will loose all he has in his inventory. A part will be destroyed. The other part will be lootable."
  15. Also, your poll does not have a "yes" option
  16. I play EVE and I love EVE, but I don't want this to be an EVE clone. That being said, EVE is also fairly similar to what this game looks to be (single shard, revolving around spaceships, sandbox game, player driven economy) so a lot of people use EVE as a reference point for how systems should/would work. EVE has also solved a lot of issues/ideas already, so there isn't a huge need to reinvent the wheel for some areas. In addition, many systems are being taken directly from EVE (skill system, market system, combat system, account structure).
  17. I imagine that since the developers are based in France, the first language that support will be added for will be French. After that, I would bet either German or Russian, followed by Spanish. I doubt there will ever be a Chinese version as China does not allow access to MMOs (Hence why EVE Online has a separate server for China only).
  18. I agree with this. Skill point loss is uninteresting and just plain frustrating. There is no way to earn that time back or prevent that loss, other than not dying in the first place. EVE used to have that system and they removed it for a reason. It doesn't make for good gameplay. It just discourages everyone from ever risking dying ever; pirate or carebear. As it stands now, you lose your ship, whatever you were carrying, and get sent to respawn somewhere else. That's already a big penalty. Plus, like Kurock said, they are things you can control. You control what type of ship you are flying (and if it's insured). You control what's in your ship. And you control where you are. If you want to risk it all with a super blinged out ship carrying valuable cargo through dangerous space, then you have a large risk. If you just want to fly around in cheap ships with your buddies and have fun, knowing you'll probably explode, you can, safe in the knowledge that your level of risk it low. As to punishments for the killer, those should be player driven (with bounties or word of mouth reputation). There is no reason for intrinsic punishments for the killer. The game world is not watched over by some omniscient entity which punishes people who violate it's code of ethics (that would be religion and a whole other can of worms). It's up to the player's to provide consequences for people's actions in game.
  19. It will happen. I'm sure there are already plans in the works. Like you said, organizations that build a reputation for being open and honest about it will do very well. Lotteries make for simple and effective gambling systems.
  20. I'd imagine that they will add some sort of advanced mining equipment later on. Perhaps they will add some sort of ship mounted strip miners to allow for mining barges. That may not sound as impressive as what the OP is suggesting, but could be pretty powerful. Each barge would be piloted by maybe two crew members and have "atmospace" engines to allow the barges to go to and from a larger ship in orbit. The larger ship could have storage and processing arrays and be able to haul the barges around too. It's not as impressive as the OP's suggestion but would allow for much larger scale mining operations in the later game with out breaking the balance of the game.
  21. I agree. Planned cities would probably only work out later in the game when people know what makes for an effective city, and have the resources and people to build it relatively quickly. Otherwise, cities will probably emerge organically; growing and changing as needed. If I had to guess how a major city might be laid out, I would probably think that it would be based on rings rather than squares. The center of the city would be administration and market facilities, which would be surrounded by a ring of industrial infrastructure. Outside that would be pretty much everything else: housing, entertainment, hangars, storage, and whatever else people thought of.
  22. Lord_Void

    Bonds

    And there is still the problem of having your buddy kill you, and then splitting the profit. At that point, bounties are almost a reward rather than a punishment.
  23. Yarrrr! Welcome new BOObians! Also, is that 14:30 UTC/GMT?
  24. I agree with the others. Even when you are not "playing" your character and assets are using up server resources. Plus it's not like the monthly subscription is expensive. I believe it's going to be about $15 a month, so even if you only play 10 hours a month (1 hour every three days) then you are only paying $1.50 an hour. I don't know how much you want to be paying per hour, but I can't see paying per hour as being very cost effective. I imagine the average for most people will be around 60 hours a month or so, which comes out to $0.25 an hour. That's pretty cheap when you compare it to other forms of entertainment.
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