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Hades

Alpha Team Vanguard
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Everything posted by Hades

  1. I disagree. But at this point I'd just be singing the same song I have for most of the thread ;P
  2. Yep, it was from a post in July. Considering that was almost a year ago now, it is hard to tell if that's still their plan. I can't believe they wouldn't have any disciplinary measures in place. They won't have a developer running around looking for obscene content, however, I can't believe they won't have a report feature in which people are warned/blocked/banned based on severity.
  3. I don't think anyone is disillusioned towards the contrary belief. Bounty systems are insanely complex, or easy to take advantage of. If we were to take your preferred system literally there's no guarantee of payment for the bounty hunter. You could just say the proof isn't good enough, sorry bucko. Granted that would garner ill will and people wouldn't trust you. Also, what is proof? An in-game item of some kind? A screenshot? I believe there has to be a binding contract between buyer and bounty hunter. Sure, a bounty hunter may lose the contract if someone else gets to it first... but it's a guarantee of business. However, on a more intrinsic level... I agree with you. Buyer should place a contract, bounty hunter fulfills... bounty hunter gets paid. That's the end of it.
  4. I'm not sure I like EVE's system either, but it's a lot better than Ripper's idea... so there's that. I'd still prefer they had a standard bounty system with severe restrictions preventing people from bounty hunting their friends.
  5. And I'm saying the target shouldn't lose anything. That's ridiculous. They should lose their ship and cargo. Period. That's how bounties work in practically every single game I've played. @Twerk I just read the EVE system on their wiki, however, all I saw was that the bounty was based on the worth of assets lost by the target. That doesn't seem very solid in my opinion. I didn't really understand the complete works however, so you're given the assets they lost and 20% of that cost in bounty payment?
  6. Other post was a little too cluttered, so I'm just going to start a new one ^^ I have to wonder if it would be possible for NQ to scrape together some metrics of who you play with and all that kind of stuff. If player A is in the vicinity of player B x% of the time, it is probably true that they are friends... and thus cannot take bounties on each other. Something like that.
  7. Sorry to say, but I don't think anyone will be getting behind this idea ^^ Could be wrong, but I kind of doubt it. Griefing would be waaaayy too easy then. Just keep putting a bounty on someone you dislike, and they will continue to lose money at a rate of .5 more than you. Besides, with your system in mind... that means the bounty hunter is paid 250%? Lol no way. I personally think what Twerk said would probably work, although it's a fairly disappointing method. How I wish things would work, and I know... there are still flaws. You place a bounty on someone, you are the contractor. You pay for the bounty. You are the bounty hunter, you cannot collect on the same person within x amount of bounties. This is to try and deviate from the "collect from friends bounty". Similarly, there could be other limitations such as: Can't be in the same organization... other stuff? I don't think bounties should stack, you can have multiple bounties out on someone but one kill can only go towards one contract. This would also alleviate the friend problem... as they can't collect all of them at once. More importantly... there should be a prison system as stated earlier. This would allow for organizations to bring the culprit in... alive and deal out punishment as such. Based on a penalty system that is across the board, it isn't created by the organization. (in order to avoid abuse of course). This worked phenomenally well in Face of Mankind. I know this system has many flaws, but it's the barebones of something I'd like to see.
  8. The target shouldn't have to pay anything whatsoever (other than the life and stuff as you say). Nor do I think someone should pay 150k for a 100k bounty. Perhaps there can be a tax by whoever owns the bounty terminal or whatever... but an arbitrary penalty is ridiculous in a player controlled game. For example, someone posts a 100k bounty on a terminal that has a 10% tax by the owner. The contractor has to pay 100k (to the bounty upon completion) and 10k for the posting for the tax. We don't know how job postings and whatnot will work though, so this may be a non-factor.
  9. "The guy" being the pirate, or "the guy" being the contractor? The former is just silly, why should the bounty pay for the bounty on his head? The latter doesn't fix the issue of friends collecting bounties. However, one thing that I believe should happen is an organization should be able to create a "prison" in which the the prisoner has to fulfill a certain contract before being released. Here's how I think that should work, and perhaps I will make a post on it someday: 1.) Each organization should have a "penalty points" related to each organization. This system would work the same for each and every organization, it's just a base multiplier that monitors how much damage a certain individual has done against an organization. 2.) The "penalty points" would increment based on unprovoked killings, destroying structures, and similar activity... specifics to be dealt out by NQ 3.) The penalty points would equate to a certain length of time and/or objective inside of a prison camp. ie.) Perhaps it is a prison camp put on top of a mining vein. Or perhaps it is a factory for assembling parts. 4.) Obviously a rival organization can break a prisoner out of a prison. Why do I think a similar system to this is necessary? It creates a reason to check the "alive" box on a bounty. It creates consequences (that have to be dealt out by players) for their actions. Why must the multiplier be the same for all organizations? If an organization could modify how many points a player gets, they could grief a certain individual and force them to do their work. If anyone would be interested in such a system, I would be willing to put more thought into it and create a separate post dealing with prison systems. More on topic than the previous point: If a bounty hunter is able to scan for a target, I believe a target should be able to "pick up" on that scan. And thus, they would receive information on who is hunting them, where they are, and all that jazz. Create some consequences for an "easy scan" button.
  10. Couldn't have said it better myself. NQ will have to step in if there's excessive abuse of their "freedom for the players" stance. I don't doubt that for a second, as they did state their current stance on the issue has problems.
  11. Thought this warranted a new post, it appears that (if they are continuing with this line of thinking) I was wrong. NQ-Nyazaltar "Yes, we have been thinking a lot about this question as it is a fundamental challenge to balance the quality and user experience in the game. We cannot censor every possible construction in the game ourselves: it would be too costly and wouldn’t make sense in a player-driven emergent game. So we definitely want to give freedom for anyone to build anything, and, without a doubt, all sorts of various things will be made. There are however two key factors that will help increase the quality of what is created: 1) Building a construct, and especially mass producing a construct, is a costly activity, so the number of copies you’ll find for any given construct will depend on the efforts the builder is willing to make. It has to be “worth it”. 2) The amount of copies of any given construct you will see in the game will, in most cases, directly depend on its success as a product on the in-game markets. Any ship that sells in quantities will, by definition, be something that the players like and buy in-game (well, if you assume the majority of players have bad taste, you could get bad taste ships proliferating, but after all, if everybody likes it, it’s not bad taste anymore. Vox populi, vox dei). Most people will like to fly in kickass ships, for sure, and not ugly bad designed shoe-like potatoes. So, following this reasoning, we can hope that even if jokes/ugly experiments will exist (there is no way to avoid it), they will remain in minority because of costs and market selection. Finally, a last point: as an organization owning territories, you will be able to control quite precisely who and what people are allowed to build on your territory. This should ensure that certain areas at least are developed according to some rational policy, and not randomly. In other words, we would delegate the “censorship” job to the players themselves. This overall “quality control” problem is a very complex matter however, and we don’t pretend to have solved all possible issues. So, we are very much interested in the feedback and ideas of the community about it!" I don't think this was the thread I was thinking of, as it was a AMA so I will continue to look for it. However, if this IS the case I am fairly disappointed. If someone builds a giant dick out of a mountain, and protects it... they'd be okay with that? I'm glad they acknowledge there are problems with this system. But as you said, I suppose we will have to see.
  12. Name one. Landmark had post-censorship (which will be in DU afaik... can't remember where, but pretty sure they commented on the issue before). That's the only Voxel MMO I know of. Then there are other FPS games that have custom sprays that have consequences if you use naughty imagery. I can't remember any specific games, will try and find one. I can't think of a single game (other than DayZ-esque games like Space Engineers, 7 Days to Die, and Minecraft) that allows me to draw certain symbols and get away with it if reported/caught. If this were a game like DayZ and such, I'd say go for it. You can always hop servers to get away from such behavior, but you can't in a MMO. Will also try and find that thread where NQ commented on the issue. It was a fair judgement call, and shut the thread up pretty fast. Unless I'm just going crazy. Edit: Can't seem to find it, so it appears I may just be crazy
  13. *sigh* I never said you want to paint the world with genetilia and derogatory terms. I am merely saying, that just like EVERY other online game NQ will be the sole judge, jury, and executioner. There WILL be censorship, and it will be handled by them. Nowhere did I say I was going to be making any decisions, that would be asinine and I assumed you would know that ^^ NQ has the right to keep their game clean, however they see fit. And that will involve punishing genitilia and derogatory behavior. Just like it is in every other single online MMO. If you've played any online game before, you've gone through this process. The only difference is the addition of visual additives in DU. However, this has been seen in other MMOs with voxel or player input. It's a non-issue. If you're not singling out people, tearing people down, or being derogatory. You have nothing to worry about.
  14. Umm, I clearly relegated it to genitilia and curse words, racism, and sexism. Go to 4chan or some other avenue if you want to be derogatory. Dual Universe is not the medium for your angst. So yes, it is strictly as such and there should be clear-cut, defined what's allowed and what is not. And there will be, I have no doubt about that.
  15. The cool thing about a sandbox MMO is there's no cookie cutter way to play the game I personally don't want to be looking at dicks, "cunt" "fucker" "pussy" "lololofaggot" written into a mountain all day. It would ruin the immersion of the game, as well as the taste. Thankfully, I don't think it will be that prevalent of an issue... and once the first few culprits are warned/blocked/banned it won't be much of an issue. I imagine it will be quite rare, and the "censorship" will be an aftermath type of thing.
  16. No one should feel disgusted for playing a game. As for going out and taking things into your own hands... and if you're not part of a group? What if the structure is protected... and you're alone. NQ has already stated there will be some form of censorship in the game. No specifics afaik, but it's going to be there.
  17. This is why: There really isn't a "topic" to be on at the moment for this thread ^^
  18. I personally think the largest mistake CIG made was not using an in-house engine from the get-go. Unlike Dual Universe, Star Citizen started editing their engine WHILE creating the game. Needless to say, that created a mess. Especially when your development teams are scattered half way across the world. However, things are starting to look up with Star Citizen... so that's a plus Edit: As an aside, no one can deny the fact that feature creep entered Star Citizen. (It was supposed to be a single player game at the beginning!). This is also probably why they went with stock Cry Engine as they didn't think they would have to tack on a MMO. But they did. Did they promise something they couldn't handle? I don't think so... but they did promise something that was going to be rife with delays and setbacks... no matter who was behind the development.
  19. I would suggest you work on your roleplaying, because that was probably the crumbiest roleplay I have ever seen. It's a good thing we have a good ways until launch for you to practice though ^^
  20. I'd be down for a "community announcement" section, vs an official announcement section.
  21. I imagine many of the other people found out about it on Kickstarter Kickstarter sends out emails about projects similar to what you have pledged in the past, which is how I found out about DU
  22. I'd be okay with losing everything on your person when you die, it makes sense. I actually always thought that was the case No skin off my nose if it isn't though.
  23. I don't think there will be any deletion of threads, as there aren't any NDAs as far as I know. Pretty sure NQ said we'd be able to create videos and whatnot during the alpha. At least, I doubt there will be deletions in the general discussion areas and whatnot. They may end up creating an alpha subforum in which alpha members have access to, in order to submit bug reports... gameplay balancing and whatnot. For a more concise area for that kind of stuff. I imagine this stuff would be deleted as they move into beta, and then again into release. Or else they could probably be archived, but if it's a relevant topic it's best to create a new topic after release with all of the relevant issues and stuff.
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