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Pang_Dread

Alpha Team Vanguard
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Posts posted by Pang_Dread

  1. Yep, sandbox, emergent gameplay and all that. Having scripted, timed, instanced, reset events really goes against the spirit of a sandbox game.

     

    If and when large battles happen and yes they will, it will be naturally and organically from the players. Its a special kind of naivety that thinks with all these large or any size Orgs that there won't be conflict. In fact id say the more and the bigger the more likely there will be tons of conflict and wars.

  2. Think about the problem with that. If everyone has a personalised snowflake timer, why bother getting together under one protection bubble? :P And ships having such a 48 hour timer, is what is going to kill cities and stations in one stroke. Why bother docking up, when you can be safe having your ship logged out in the middle of space?

     

    And even then, 48 hours timers defuse the point of "a strong marketplace can fund a strong shield". Why? Everyone is a special snowflake, everyone gets a 48 hour timer shield. 

     

    Thing is, if you gonna build your house in the borders of a hostile faction, you should be punished for it with an orbital bombardment.

     

    JC said the game is about risk and reward and having 48 hour timers as a reward for a fleet trying to invade a systems, by slowlly warping the distance between systems (a process that will take a week at best), is like, telling such people "oh, you want to PvP and do awesome tactics? LEL Here, have 48 hour timers and enjoy being blobbed to death when their reinforcements arrive and pwn you". Take down their stargate to cut access to the system? 48 hours timer on the game. Try to strike their orbital installatiosn? 48 hours timer. How long you fuel supply will last you in a hostile system? Maybe 10 hours. See, that's why 48 hours timers don't work as well. 

     

    Timers have no place in a game like DU, they work in games like EVE, which are heavily instanced (each system being its own thing) with gates that are free to pass through and not player-owned and able to deny access to certain people. 

     

    And I don't know if you missed the tag-line for the game, but it's "rebuilding civilisation together". If you want to go solo, you can, dont' expect to be granted the same level of power as a 10000 member organisation. That's absrud. As JC said, the game is about risk and reward. You want to go solo? Fine, that's your risk. 

    Never said it should be all the same, can see that if you followed the convo between me and Lethys. In fact I specifically agreed that the level of protection should be relative to the group size and power you can afford.

     

    BTW, JC is the one that mentioned 48h timers. Not sure if that's based in how he wants it or was just using an example but yes can very much expect shields and protections to be on timers and such. Otherwise the whole other problem of the "4am raids" exist which is beyond lame to lose assets with no defense or recourse.  

     

    So whether its timers or Windows of opportunity or  similar mechanics yes they need to exist for balance and fairness.   

  3. I think lethys'S and my idea would honestly balance the shields out. Not only will it scale with the organizations dedication to the shields but very inactive players would suffer the CO sequence of their shields failing and being raised allowing for riddance of inactive Land claims

    Yes power and size of shield and protection should be relative to the size and resources of group activating said shields. Don't disagree with that.

     

    Only thing I disagreed with is the notion that you "have to be a part of a big nation, guild, Org, City" to be "safe". Emergent gameplay and all that.

     

    But yes "safe" is very relative IMO. A large Org might provide more safety, but a smaller one might be more agile and able to react and adapt better due to not being unwieldy. Bottom line there will (needs to) be ways for groups and players of all size and playstyle to protect themselves and have defenses.

  4. If you provide a link, I would believe you ;)

     

    If such a shield would exist, they completely kill piracy with that. No robbing, no stealing, no trespassing, no ransom, no loot.

     

    In DU you can't be part of a 10man org and think you're safe (except the arkzone), you have to be part of a bigger nation, org, alliance in order to keep you safe in this hostile new world - that's the whole point of emergent gameplay

     

    From the AMA threads.

     

    https://board.dualthegame.com/index.php?/topic/10000-kickstarter-ama-event-first-part/

     

    Will there be permission systems for crafting / construction? Is it possible for someone to destroy your work while you are offline?

     

    Yes, there will be a quite powerful right management system (we call it the RDMS, check our devblog about it). Only authorized people will be able to edit your constructs, and in the Safe Zone, that means absolute protection. Outside the safe zone, people will still not be allowed to edit your construct (using the builders tools), but they will of course be allowed to break it (using weapons) or else there would be no PvP. You will have all sorts of other tools to protect yourself from that, like protection bubbles or shields.

     

     
     
     

    Will there be a possibility to secure my constructs like bases or ships when i'm offline without the help from other players?

     

    You won't have to worry if your construct is inside the Safe Zone. Outside the Safe Zone, you will be able to power some protection bubbles to create a first layer of protection (you can be notified offline if it gets attacked, and it will be hard to break so you have time to react). We are considering the possibility to have some basic defense scripts running on the server when you are offline (basic action/reaction scripts), but if we do that, this will not be implemented at release, probably in a future expansion.

     

     

     

    Sorry nothing in there saying you HAVE to be a part of some big Org to have shields and able to have shield timers and protections.

     

    If you have a link stating such do feel free to share. ;)

     

    EDIT: Also I never said anything about "huge" shields or whatever. Made no mentions of shield size or power what so ever. All I said was protection should be available regardless of playstyle or group size.

     

      and yes you clearly said, "In DU you can't be part of a 10man org and think you're safe (except the arkzone), you have to be part of a bigger nation"

  5. Sorry but from a balancing point of view your suggestions are just not possible. A big group will (and should) ALWAYS perform better than a lonesome wolf. You can't have a TU with a huge shield which protects everything you got underneath there, just because you want to play alone and the game has to support this. Won't happen.

    But this talk is OT - if you have any contribution on shield timer ideas, feel free to participate

    I did post about shield timers, would have seen it had not been so zealous to attack the notion that the zerg mentality shouldn't be the end all be all in a sandbox game. and saying smaller groups should have the use of shield timers as well IS on topic, it just disagrees with your pov, there's a difference.

     

    All I was saying is regardless of playstyle there needs to the ability to protect ones assets. You can go ahead and keep thinking that only large zerg Orgs or mega metropolis should be able to protect themselves if you want but seeing as the Dev is making a sandbox game that they said would allow players to play how they want, I think they might disagree with your notion.

  6. I think you have that a bit backwards :P

     

    Anyways: Archeage. A really cool concept of a game, and relatively similar to DU in some aspects. From my experience with it, it suffers from an awful lack of balance in some area, particularly with land ownership. DU needs to avoid this by properly balancing the ownership system, which will be challenging to do. I have faith in them, though.

    One way they could avoid what happened in AA is to allow larger Org and groups to "own" or claim large chunks of land that they can sub divided and rent parcels out. So when someone stops playing and stops paying their rent it defaults back to the landlord which they can re-rent to someone else. With the rights and management system sounds like that may be possible in DU.

     

    Also beyond that being able to put structures pretty much anywhere will help as in AA there was smallish maps with only certain areas that allowed houses to be built. Hopefully planets in DU are big enough and restrictions on building areas are minimal.

  7. If you provide a link, I would believe you ;)

     

    If such a shield would exist, they completely kill piracy with that. No robbing, no stealing, no trespassing, no ransom, no loot.

     

    In DU you can't be part of a 10man org and think you're safe (except the arkzone), you have to be part of a bigger nation, org, alliance in order to keep you safe in this hostile new world - that's the whole point of emergent gameplay

    No it would simply kill the player not having a defense against those things. Like I said in post above there will likely be ways to take down shields but simply waiting for timers to go down, or waiting for players to log and raid at 4am is lame gameplay that should be avoided at all costs. Players regardless of play style and group size need to have ways to protect themselves and their assets.

     

    It being a sandbox means there will also be solo and small group players. Saying they HAVE to be a part of something big pretty much goes against the spirit of a sandbox game that's supposed to allow us to play how we want. Emergent gameplay goes both ways it needs to be there for everyone, not just a preferred or single gameplay style.

  8. The shields are meant for territories and they cost a lot. You won't be sustaining a 1 km side hexagon tile territory on your own, at least, not without being an easy target. Shields are meant for communities / cities / trade-hubs, which won't be abandonded when you go offline.

    Pretty sure they also mentioned some sort of shields or protection for our personal constructs, houses and such. Wouldn't really be fair if only way to protect your stuff is to be a part of a large city or Org or just stay back in the Ark safe zone.

  9. For the 48h timer I was thinking it would work more like once you first activate it lasts for 48h which allows you to do other stuff and not just babysit your stuff. Then once that timer gets close to ending you can reset it by paying again or adding more resources to it that you did in the initial setup. So if you're active you can keep the shield up all the time. Also I think they said we get a warning even if offline when any of our assets gets attacked so can log in reset or reinforce your shield or call in allies to help defend etc.

     

    Beyond that ways to take down a shield will likely exist as well but the main point is that the player should always be able to have some time to react. 4am raids are beyond lame and anything they can do to reduce or eliminate it the better for the game.

  10. I don't really worry about specific features per say, I worry more about feature creep and features that don't really add much to the game ie they are there just to say they are there. Looking at a game like Star Citizen is a good example of feature creep and the Dev seemingly changing/altering their goals and vision from the start based on the amount of funding they got and thinking they can just keep adding stuff.

     

    I think NQ so far is saying and doing all the right things. They simply need to stay the course and work on the base game regardless of funding status or popular opinion. So that would be my biggest thing to avoid, just build the base game and add on later, not the other way around like some Devs some to do.

  11. There are no orbital mechanics. Moons remain stationary, planets have a localised frame for things that enter its "atmosphere", but those thins are suscpetible to gravity, so , good luck keeping them floating. Also, the same reason why carriers will happen, since the construct itself has a localised grid for things inside it. A fighter-jet inside the carrier is not moving at all in its frame of referrence, the carrier is moving. Like a jet-fighter o a planet is not moving when a planet rotates in its frame of referrence to the planet.

     

    Furthermore, for some reason, you coincide "CvC" with "game physics". Those two things are not exclusive. The OP's question was if one can move a ship by nudging it. The answer is sorta.

     

    1) If you are offline, your construct is immobile, it's no longer a dynamic construct.

     

    2) if you are online, you can be pushed off of a safezone in a ship. Why it won't happen? Because said safezones beyond the Arkship are Protection Bubbles, that can allow for "no flight zone" via the RDMS system.

    I wasn't coinciding CvC with game physics, I was saying the opposite, I said there not being CvC doesn't negate having physics. I was more responding to the poster above not the OP specifically. So yeah I agree with what you've been saying the last few posts.

     

    Though I thought i did hear them say planets would rotate, could have heard wrong i guess. Think it was in relation to them responding to the ability to build a "space ladder" and they said it wouldn't be possible because it would be moving through space too fast in relation to the planet. Again, could have heard it wrong though.

  12. Yeah we've seen small construct ships land on larger constructs, platforms and space station so yeah there is collision and contact. There not being CvC planned for launch or until the stretch goal is reached doesn't negate that.

     

    Also technically speaking even if an object is stationary in the sky in relation to the planet doesn't mean it won't move. There are different types of orbit, ones that circle around the planet and ones that hold the same position over the planet in the sky.

  13. Question I have is Aphelia accessible away from the Arkship? Like through a communication interface in our suits or to the implants in our brains?

     

    BTW, would also be great if that was an actual game play feature as well.

     

    oh and also  "suffer from a loss of episodic memory"  So basically we lose parts of things but remember some? Like we could remember years worth of events and things but forget others, like could remember you were married but forget what they look like or how you met?

  14.  

    P.S: Not sure what .gif image shows, but I hope it won't looks like "God Hand", and we will get some tools for scan and dig.

     

    Thanks,

    Archonious

     

    I kind of think of the glove as the tool. Think it would be more interesting if instead of getting actual tools to equip we could upgrade and modify the various parts of our suits for various purposes.

  15. How do you define right and wrong when there is no law and no rules?

     

    It´s interesting that only a few people understood the poll. I don´t want you to follow a community created law I just wanted to point out a difference between outlaws and "good" players.

     

    It also was a test of the community. At the moment we can except some kind of space GTA where war and PKers rule the world.

    I mean everyone who wants to trade should have something relieable. Also if companies are interacting with each other. This can´t work without some kiind of business behavior.

     

    Maybe this poll was way too early.

     

    I will reactivate this thread when the first companies fall, the first big constructs got destroyed or hacked. When traders lost all thier goods because of a space bully. When some players start crying about the injuistice of some outlaw actions. Looking forward to that moment... ;)

     

    Thanks for participating the poll.

    Obviously Orgs will follow some kind of behaviors to facilitate trade and commerce and cooperation. But again no there doesn't need to be some kind of set in stone rules or anything. It'll be a sort of self policing type thing.

  16. It's now entering its sixth year of development and what little has been delivered to backers is a buggy mess. The technology to make the game as of the current vision is either impossible or simply won't exist for a very long time. They're using a modified version of Cryengine 3 (why you would use a high fidelity graphics FPS engine for an MMO is beyond my knowledge) and the current modules can't even handle limited multiplayer as of yet, let alone proper MMO numbers. Squadron 42 sounds like it's a "failed Hollywood developer makes a video game" kind of thing ala The Order 1886. They've collected literally hundreds of times the originally asked for budget, yet are still raising money (via the selling of images of ships that don't yet exist in the game, no less) for a game that's now two whole years late. They've made dodgy changes to the ToS. Feature creep has been impacting the game since 2012. They are rumoured to be spending 3 million per month (aka six times more than they originally asked for, which would have lasted two years) through their four different studios in LA, Texas, Manchester and Frankfurt. Why does an indie game need so many studios?

     

    Basically there are a ton of problems that would have gotten the game canned, or they would have been reined in heavily, had they a proper team of producers and a publishing company above them.

    Yeah wasn't really defending them just haven't follow very closely at all. I bought a ship like when the KS first happened but thats it. Based on what you said glad i didn't spend any more than that.

     

    Think thats why I like Dual above most any other game being made right now. They starting simple, making a foundation to build upon as the game grows.

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