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ThatAlex

Alpha Tester
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  1. Like
    ThatAlex reacted to Tnecniw in Opinions?   
    I am not really worried about large buildings NOT becomming a thing... and more worried about greifers 
     
    Edited by Nyzaltar:
    Foul language removed.
  2. Like
    ThatAlex reacted to ATMLVE in Opinions?   
    Welcome to the forums! It's hard to say at this point what will happen of course. A whole bunch of people getting thrown together in a procedural universe, who knows. How players will make money will depend on what they want to do within the game. Yes, in order for a huge project to be accomplished lots of people will have to work together to achieve it, and someone, or a group of people, will have to be pretty rich to build it, whether they pay workers or not.
     
    NovaQuark has said that there will be gameplay reasons for grouping together and building cities, so we can expect that people will most likely do that. And quite honestly, look at what some of the insane things people have done in games like Minecraft... People will have much more incentive to build expansive cities, if not solely to look cool, because whatever they build has the potential to stay there and be seen by countless players.
     
    When the game comes out everyone will be equal, but as it progresses some people or organizations will get rich by some means. At that point, with new players coming in, I think it's very viable that those who are rich will pay new players to work for them. But the internet is the internet, and whether that will or happen, or how long it will take for large structures to become common, is all speculation. However, in my opinion, which is the point of this topic, I don't believe that organizations paying anyone outside of their organization to build things will be very common. How do you know they won't sabotage something, or how do you get them to work hard, or be organized? I personally don't think it'll be common at all. But I think large organizations working with other large organizations will be more common.
  3. Like
    ThatAlex reacted to le_souriceau in Old minecrafter   
    Hi, everyone.
     
    Long story short, after literaly years of Minecraft and thousands of hours, I get little bored and was wandering to find some new amusement. So I stambled upon DU. Game conquered me by its potential.
     
    As my little boring bio suggest, I mostly interested in design. Ships. Buildings.  It was temptation to make some mock company with fancy name and me as fist and only employee, talk about lot of fantastic things, but... meh. I will probably just work freelance and solo. 
     
    And I made little showcase project. This is light aerospace fighter, sketchy 3-day work.
     

     
     

     

     

     
    Made with Blockscape. Game itself is complete crap, but works (and looks) good as voxel constructor. Bad side - process is mostly hand work "sculpting" (little or non instuments), very time consuming. And UI irritating as hell. 
     
    Generaly, I plan use this thread as some sort of portfolio, form client base, so to say. 
     
    Thanks!
     
     
     
  4. Like
    ThatAlex reacted to Semproser in Lets talk about Gravity   
    So obviously gravity onboard ships/space stations is going to be handled somehow within this game. I want to know the specifics:
     
     
     
    Will gravity always be locked to the "Down" direction from the starting core?
     
    if not:
     
    Will there be "Gravity machines" of some kind that will allow us to give custom gravity to certain areas?
     
     
     
     
    Really I'm asking because I want to build large ships designed to essentially be cities, and for most designs I want to build, having gravity in a different direction to the rest of the ship would be incredibly useful. For example, a cube city. With unidirectional gravity, the city would be forced to be only inside and ontop of the cube. With multi-directional gravity, I could build outwards on all faces. Cyclindrical cities (like the Citadel in Mass Effect but with the gaps in between the arms filled). Jupiter station from Interstellar.
     
    I think you get the point. Anyone know? If not, can someone ask the devs if they get a chance? Or if this get popular enough, maybe a poll? 
  5. Like
    ThatAlex reacted to wizardoftrash in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    I'm actually expecting this to be whether it is included in the full game, or instead in a future expansion.
     
    Being subscription based means regular funds going in for expansion content. Hitting this stretch goal means having those funds available sooner, and as such having that content sooner.
     
    Also I think it would be kind of funny for there to he a period of the game before ship weapons become a thing. To hurt someone you would have to get out of your ship to do it lemme pull over real quick and give this guy a piece of my mind
  6. Like
    ThatAlex reacted to Vorengard in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    Let me start by saying that I'm very excited about this game, I've backed it from day 1 of the Kickstarter, and I've been promoting it to everyone who will listen ever since. I very much want this project to succeed.
     
    That being said, the idea that PvP might not be included in the launch of the game is a very serious negative for me and any other player whose main gameplay in MMOs is PvP. I have no doubt that such an absence of combat will turn off a lot of people just on principal. Building games are all well and good, but DU isn't setting out to be a prettier Minecraft, or a PvE-only Space Engineers. If DU wants to be, as the Devs say, "the next best Sci-Fi MMORPG" then it cannot launch without a combat system.
     
    For example: I can run around for hours in The Witcher 3 just playing Gwent and exploring because those are all fun and enjoyable experiences; but if the game didn't have combat in it I never would have bought it in the first place, because combat is an essential part of every RPG. The fate of Dual Universe will largely hinge on the review scores it receives at launch, and if there is no combat then you can bet that every single one of those reviews will reflect strongly on that absence. You do not get a second chance at a first impression, and DU's first impression can't be as another half-baked, all-promise-no-delivery No Mans Sky clone.
     
    It's not good enough for combat to show up "eventually", it has to be there at launch, and it has to be at least decent. Just thinking of the 100 or so people in my EVE corp, it wont matter how good the game is; if there's no combat they won't even give it a second look.
     
    I want this game to succeed too much to ignore what I consider to be a failure-inducing design decision.
     
    Thoughts?
  7. Like
    ThatAlex reacted to Ripper in NovaQuarks latest KS update   
    WOW!
     
    Now I'm really excited about Construct vs Construct combat!

    Check out the latest Kickstarter update (#9)
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