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Pang_Dread

Alpha Team Vanguard
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Posts posted by Pang_Dread

  1. They've also got an obligation to make the game and they need to make money to do that. So sure a few things from the KS packages will be unique but its just not very realistic to think all or even most will. The new packages will have many of the same items but likely with different colors or skins and such for the cosmetic items. So the suits and pets and such in the new packages will exist but will be different enough from the KS ones. They'll also be more expensive to add the KS packages value and prestige. The basic rule is the earlier the supporter the better value for your "investment".

  2. Does anyone remember mining in SWG. It was automated but the miner had to constantly maintain and remove product. A good example of a happy medium I think

    Yeah but the thing that was the equalizer was the different quality level of the resources you mined and gathered. So even if you had whole fields of mining/gathering equipment the quality may vary and hence could never really corner or flood the market too badly.

  3. They just posted a few days ago an answer to the currency and economy question:

    Q. How is currency "created" and controlled? In the real world we have note printing and minting institutions and the amount of money in the system is carefully controlled (to avoid hyper inflation, hopefully). How is money going to work in DU? How is it created and what limits the amount of currency in the game?

     

    A. The in-game markets will host some bots that will create buy/sell orders in order to act as money sinks and money faucets. This is one of the mechanisms, but we will also add some taxes on various activities, which will act as a way to take money out of the equation. We are still thinking about other ways to regulate the mass of money, but the general principle is that the amount of money should be proportionate to the economic activity in the game. This is a quite well know issue, and we will draw inspiration from other games that already dealt with it.

     

     

    BTW, they never really said NPC as in actual NPC characters we interact with. more like bots or programs that auto add things to the ingame markets.

     

    and also the same source on player made currency:

     

    Q. Will players/organizations be able to set up an alternative method for wallet tracking, i.e. if an organization wanted to somehow manufacture and issue their own currency, could the wallet be modified to track it?

     

    A. Having several currencies in game is not something we will favor. The reason is that it would make the development of the in-game economy more complicated, where in fact we need a system that is as fluid as possible to favor exchanges between players, and player specialization. Nothing prevents you from creating your own currency and role-playing it, but the price of items on the markets will still be displayed in the universal in-game currency.

     

     

  4. http://www.dualthegame.com/faq

    "...we are considering to implement Third Person View as we know a lot of players prefer this view when playing MMO games, but this will be put on the roadmap after all the main gameplay mechanics are implemented and early editions of Dual Universe will be First Person."

    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.

  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. ....

     

    A system like the one that is currently proposed (more like Eve) will encourage players spending their time actually playing the game, instead of players grinding so they can eventually play it the way they want to. It will be enough to grind for materials

    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. I admit I don't get the point of multiple people building a tiny ship that could easily have been built by one person.

    But, I'm coming from Landmark, so I'm probably jaded.

    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. They already said there will be jetpacks. uhuh

    Must have missed that then, only been following the game for a few weeks so far. But yeah jetpacks are cool! B)

     

    Update #18 overall was really good though lots of nice bits of info.

  13. If I remember right, Hampius withdrew his pledge awhile back, and he is expressing this video update doesnt make him want to re-pledge. Honestly he is trying from the looks give some good narketing advice as there are a ton of gamers still not backing this game for one reason or another.

     

    Maybe more of them would come here and tell NQ what they want to see so they are convinced to back it, if they were not all attacked when they do.

     

    And yes NQ has a strict budget and probably not a whole lot of marketing dollars....so I would listen to someone that is giving his free professional advice.

    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.

  14. 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.

  15. 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.

  16. The devs mentioned that the highest quality player desings would permiate, so I'm guessing there will be some kind of rating system for blueprints? it is possible however that simply players will talk, good ships and designs will get recommendations, there will be organized tournaments of some kind and the winner's design would likely be promoted, that sort of thing. Youtubers will definitely have a lot of influence here, the less info the trade system will present, the greater youtuber influence will be.

     

    However so far selling completed constructs will effectively lock the sold construct in its current location, a buyer will probably have an opportunity to look at the construct before buying unless its stashed far away.

    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.

  17. 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.

  18. And your point is? Why would you buy a ship with engines pointing in different directions unless you know what your buying it for? Surely this information would be in the info text. I can see it now "and this ship was dreamt up by mr spoil sport, nobody knows what it does but it has five engines all pointing different directions so don't count on all that thrust propelling you in the direction you would expect"

     

    Didn't think it would be long for the killjoy to pipe up

    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.

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