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Pang_Dread

Alpha Team Vanguard
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Everything posted by Pang_Dread

  1. Hopefully its sooner rather than later at least by live release. I actually have less immersion and interest in the game if its only 1st person view.
  2. The NPCs aren't there to balance the economy. They are there to seed it. Then once the player economy kicks in the NPCs are removed. That's what we know of the Devs plans not much else.
  3. Well if we have space Mexico then we obviously need a space wall. Can't have all these undesirables roaming space freely, some might be ok people I don't know, I hear things. A great glorious space wall that we'll make the Space Mexicans pay for.
  4. Welcome fellow SWG lost soul. Think a lot of us are hoping DU can be a new home.
  5. Yeah I don't think we know enough yet to say what the relationship is between size, shape, amount of voxels used and how it all effects performance, efficiency etc. of our ships. Because technically if the control modules are the most important parts and we need to protect them from attackers then making just big cube or sphere with the mods in the middle and maximum amount of voxels surrounding them that would indeed take out much if not all the customization factors of ship building and we'll all just be building the same looking ships that offer max protection to the important parts. So yeah there has to be some kind of pro/con system where building a ship a certain way has consequences to performance and such.
  6. This part says it all, IMO. The Active part of the system is actually playing the game. Yeah the skills technically get downloaded to our brains thematically, but its us the players who use those skills in actively playing the game.
  7. I imagine the first few times this will be lots of fun and rewarding to do in game. But honestly I think would rather just gather the resources, design the layout and pay another player to actually build it. My patience or lack thereof and slight OCD would make building anything more then a simple structure a not fun experience. But yeah that's what's great about sandbox games, there will be a whole sect of players who will love nothing more than to build structures for other players.
  8. Few things, if you have a plot of land to build a structure in DU then you also own the permissions around that plot. Even if can put something down in the "wild" I would think there would be a buffer around it. If you are not in a safe some you could simply attack the structure and knock it down. Structures in this game are all made of voxels so that means pretty much if its not in a safe zone should be able to attack it. Even if can't attack other structure, if its your structure should be able to edit the voxels and make a new door or opening. Single player mode... Nope not going to happen. Don't let other games bad experiences and poor design choices cloud your view of the next game and ask for things that just are not good for the game.
  9. Crowfall, another Indie Dev KS game is doing the same type of system. You own land and can subdivide it out to rent it to other players, let guild mates or friends have some land in your "kingdom". They are also a small budget small team so shouldn't be very hard for this Dev to have similar system.
  10. We'll be able to build very large ships and structures eventually. Hence why it makes sense to allow multiple people to build it so it goes faster, plus if it a guild project then also makes sense to allow multiple players to help build it. The video was just a quick example of how it could work.
  11. Well with voxels maybe it could be possible to make a sign or logo right on your buildings. In SWG you could name your houses/buildings with your trade/company name and what you sell for example. Though would need to put a limit on that as with too much text it really looked bad against the landscape.
  12. After the KS campaign is done it possible they have a store to buy some individual items like some other KS games have done. Though not too many as that would diminish the value of those packages.
  13. Sure about that? Why the need for "better jetpacks" if its only used during ship building.
  14. Must have missed that then, only been following the game for a few weeks so far. But yeah jetpacks are cool! Update #18 overall was really good though lots of nice bits of info.
  15. If one update out of 18 so far and the Q&A info is enough to not make one pledge or withdraw a pledge then they likely weren't really into the game as much as they thought. Thats not attacking thats just stating the reality of the situation. If the concern is the video in question wasn't very good thats fine can agree with that actually but again this is one short vid of many they have already released.
  16. Update #18 on the KS page. Talks about character creation and progression. Best part(rest was good to though) was this: Outfit upgrades are things like better armor, a better jetpack (yes, jetpack!), Seriously though I mean if I hadn't already would have pledged based on that alone. Not sure why sure I'm so hyped about jetpacks but i am, and I'm not sorry about it.
  17. Pretty silly to withdraw a pledge over that. If you pledged it means you already saw enough to think you'll like the game and want to help support it. These updates are more aimed at those who haven't yet or are on the fence about pledging. Plus they've already shown ship building and such in previous videos, so again rather over reactionary on your part OP, IMO. Could the video been longer? Sure but like others said they aren't going to overdo it on production levels of these video. There been 17, actually 18 as a new update just got posted, so if one update out of many pushed you away then likely you weren't really into the game as you thought.
  18. Not really. The most whales can do is buy numbers, ie zerg. They can't buy power (more powerful ships or weapons than are available in game) or insurmountable advantages that can't be overcome or the equivalents acquired by regular in game means.
  19. Well they said when you buy commodities you'll either have to pick them up or arrange transport. So buying a ship likely works the same. You go to where its physically located to complete the transaction. Personally would rather buy a construct from a players physical vendor shop. That way can actually see what you're buying and not just a text blurb on some UI interface.
  20. With the already in place death penalty of losing items, I think not just one death but many would suffice. Meaning the player gets put on a Kill on sight list for a certain amount of time or certain amount of kills. It allows the player to still play the game, he'll just have to watch his back a bit extra for a time. or he could just hide I guess which would also serve as a self imposed "jail" time. But yeah it being a PvP game, or a game with lots of PvP w/e, that is generally the best course of action to settle matters with PvP.
  21. Yeah I was more checking out the base structure then them actually building a ship. Really cool how it was built into the side of the hill and looked like there were underground living quarters there as well. also yeah the front wings being uneven.... come one man.
  22. I'm new to the thread so must have smelt fresh meat... It wouldn't like I referred to have to be very detailed even, just basic stats and numbers based on how you built your ship, then from there you would take a closer look, seeing it in person and such before buying. But yeah maybe instead of trying to convince others how one thinks it won't work maybe try coming up with ways it can. Devs are pretty smart folks, so to say something is impossible is a bit harsh and out of place here.
  23. You're being too narrow minded. The payment model is one part of the whole game. Yeah DAC and PLEX are the same so... theres still a WHOLE game of mechanics and systems that the Dev can if able and willing to make it so it won't be Pay to win as your last game. Look we've all had bad experiences in past games. My bad exp was in ArcheAge, game started great then went to pay2win RNG box hell. So now when I go to follow another game and there are similar models or systems to that game do I immediately freak out stop following it or make posts condemning it? Nope, I look at the WHOLE game not just cherry pick that one part that is similar to past game. Bottom line, a LOT of games use this model, NO they are not all pay2win.
  24. Then like I just said in the post you quoted, thats bad game design if the game allows that to happen. You pointed out a great example of pay 2 win, but that still doesn't mean this game or any other game that's uses the same subscription model will be poorly designed as well. That can happen in games with or without DAC or PLEX or w/e if pure numbers ie zerg is the best easiest way to win.
  25. But guild A still had options (or should have in a well designed system). They could have called in allies to help, they could have used espionage and spying to undermine the other guild. Any number of in game mechanics are available. There's also likely more a case of bad design if the game allows paying cash to have that much power and less to do with actual RMTs existing or not. If numbers ie zerg is the ultimate strategy to win then that's a design flaw that will hurt the game regardless of RMTs or not.
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