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Hades

Alpha Team Vanguard
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Everything posted by Hades

  1. Agreed, for the state of Alpha 1... there probably won't be combat and that is fine, but it's not a full game loop imho Combat isn't a secondary component of Voxels or character stats. You can't just mash them together and get combat. That's like saying mining and production are secondary components as well.
  2. Kind of doubt there will be anyone providing insurance early game anyhow ;P
  3. It's really hard to say whether a creative mode would be beneficial or detrimental to the game at this point. Best to wait until we have a more complete game (ie. release) before thinking about a creative mode. It would just be speculation at this point, just as it was last time this was brought up
  4. A true gameplay loop would include a way to destroy those assets as well... but that's just me ;P I'm fine with combat waiting for later stages, I just don't consider the loop to be complete until then. Semantics, I know.
  5. Although I agree with your sentiment, I do hope you don't turn on NQ when development doesn't go 100% to plan lol
  6. Thought I'd bring to attention a new MMO on Kickstarter. They have investors lined up, so it's not really drastic as to whether or not the Kickstarter is successful. The funding would expedite some of the hiring they plan to do, and I also imagine it would boost the confidence of their investors. I'm not exactly convinced on backing myself, however, they seem like a dedicated team that I'll at least follow. The hitch for me is that they've done away with skills, which is one of the main reasons for me sticking with a game. Sure, getting rid of the grind seems like a phenomenal choice on paper but when there's little progress on the character side of things.. it's hard for a game to keep me interested. On the other hand, the combat looks absolutely intriguing and reminds of Das Tal as a true MMO. So I have mixed feelings I suppose haha. It looks like there is still some form of progressions through knowledge points... but I need to find out exactly what those are. Anyhow here's the website: https://fracturedmmo.com Kickstarter:
  7. These are pretty low priority items at the moment, I imagine they will be out before/right after release. I believe the end of the NDA will come with the Alpha testing... (currently in pre-alpha). When that is, who knows.
  8. All Kickstarter and post KS receive one name reservation. Arkship ID just gives another one
  9. Not necessarily, it’s entirely possible it’s a text based bug and someone outside the reach of VAT would pay the cost - VAT. However, my money (ha!) is on VAT being unnecessarily applied to the cost for all who are paying euros.
  10. Never said it was. But it is completely accurate. NQ seemingly automatically put VAT in the euro price. Thus, it’s entirely possible that someone outside would pay the cost - VAT. I wouldn’t try it, but it’s a possibility
  11. That’s probably what it is then. Would vat be about 30 euros on 150? It’s gotta be close. However, that is unfair for people who don’t have to pay VAT. Curious if a Canadian as ever purchased a pack. Was it cost - VAT? Haha
  12. Because that has nothing to do with it. Use a proxy or vpn if you’re interested in paying 180 USD. Give NQ some time, I’m sure they’ll comment on this. Perhaps the 180 euros contains vat and it worked out to be about even. I’d be curious if someone who paid in euros could comment. Did they pay 180 + vat in euros?
  13. The problem isn’t charging Canadians more than Americans. The problem is they are charging the same amount in Euros as they are USD. THATS a problem imho. Your whole stint on American vs Canadian doesn’t really have a standing imho. 180 euros != 180 USD. I’d recommend using a proxy or VPN to make it look like you’re in the US... if you want to pay $180 vs 180 euros. The “worth” should be standard across all currencies. Should I be able to buy DU for 180 pesos? Heck no.
  14. Yep, seems like there's a problem to me. The pack should not cost 180 euros. Or it should not cost 180 USD. They should have been weighted. Companies can rarely get the exchange rate 100% accurate, but it can be "close enough". My $400 pack was not the same price for someone in euros on the Kickstarter. Kind of hard to fix it now, but who knows... we'll have to see what NQ thinks.
  15. Precisely. Protection mechanics are far from fleshed out, but NQ also has an extremely long time to think about those mechanics. We don't even have combat in the game yet. "Protection bubbles" outside of TCUs may not have the same mechanics as a TCU bubble. You may be limited to standard shields with x power and y recharge. Perhaps we will be able to have an alert system that notifies if a shield is below a certain percentage chosen by the owner. I personally don't think "bubbles" should be used on anything outside of TCUs. If they were, we'd be seeing a bunch of random static constructs that are tedious to get rid of. If you want long-term and time-gated protection, you should save for a TCU and bubble. What I WOULD like to see is a variety of different TCU and bubble sizes. Not sure if NQ has alluded to any of that yet, however. It's basically the same thing as what you're asking for, but a user has to own the land.
  16. It does seem a little wonky though, are Europeans really paying 180 euros? Normally institutions price in relation to currency. So $180 worth in USD, carries the same weight as $180 worth in Euros/Pounds/Etc. To me, that means it should cost 150 euros for the patron pack. Alternatively, US members should be paying $220
  17. That's something you need to take up with them, not shame on here. There's nothing we can do, and throwing a tantrum isn't going to help your case.
  18. "DU whatever you want" is quite literally why I backed this game. Limitless freedom is why I backed this game. Protection bubbles being implemented on constructs poses a few hurtles that need to be thought about, but I'm sure NQ will figure a good balance out. It seems like it would be possible to implement bubbles that work on static constructs. This would also allow you to create "garages" for your dynamic constructs, I'd imagine. Perhaps the timer on these should be different than those on a TCU bubble... but who knows However, what happens when someone places a TCU down on a tile that contains a static construct + bubble? Does the TCU owner automatically gain acquisition? It would sure seem so, as they gain RDMS rights of the area. There are issues involved, is all I'm saying.
  19. I feel petty even bringing this up, as I assume you already know this. But Dual Universe has 27,000 followers and Star Citizen has 2,000,000. I think DU forums are rather busy considering the more focused reach. (27,000/2,000,000)*100 is how many posts we need in the general chat to be on par with SC. Which is 1.35 posts btw . Seems there are 7 in the past day, which potentially means we are 7x more active than SC when scope is taken into account.
  20. That's a fair argument, however, NQ seems pretty adamant on the issue. Which is fine imho, I'd much rather have larger constructs and more people in a location than collision damage. This server tech is completely unprecedented, and some sacrifices have to be made. Even though, it seems like NQ doesn't mind the sacrifice.. haha
  21. Welcome! I imagine you're in for a good time, there's definitely a lot of information to be gathered. Enough to even forget about a few things over time, ha.
  22. It’s all about scope. ED and SC have a much larger player base and backing. It’s expected for them to have a “busier” community. I’m not part of the ED community, but the SC forums really aren’t that busy anymore since they switched to spectrum. Anyway, I would compare DU more to Camelot Unchained and similar projects. DU has a pretty active community in comparison. I do agree with the NDA keeping things quiet. But I think it’s important for NQ to remember that us forumers are the minority... and shouldn’t take everything we wish for as gold.
  23. Not sure why you'd even find a point in posting at that point haha. My observation is equally unimportant in the scheme of things. 22 hours* actually. That's a fair point, we'll wait and see. I think it will stand, but we will see ;D
  24. If there's anything this poll shows us, it's how much of a minority we (the forum users) are. For how active the forums are, that's pretty interesting. IMHO. I imagine there are less than 70% with access to the pre-alpha. Puts things in perspective I suppose.
  25. What's better? Wasting resources in a critical point in the game's development for a novelty... or devoting a small effort consistently to a project after launch in a stable environment? Furthermore, whose to say they aren't already keeping their options open?
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