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Vyz Ejstu

Alpha Team Vanguard
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Everything posted by Vyz Ejstu

  1. "Prove you can do it. Somehow, I may just manage to pay for twenty or so cups. *Terms and Condition apply(Naturally) Pax Vobiscum. "
  2. "Interesting choices. I believe in bringing minimalism into ship design with a touch a white aesthetic design. More or less like the Amarr Empire without the obnoxious gold meeting in holy matrimony with the Caldari State without the black and strange angle designs. Pax Vobiscum. "
  3. "When you said "it would cost more to have a fully-automated ship", the first thing that came to mind was: how much would it cost to fly a Star Destroyer or something similar to Battlestar Galactica. Something like a Star Killer Base definitely would bring Winter upon us early. Are you up for that *small* challenge? Pax Vobiscum. "
  4. "Great, that headshot takes a few Gremlins along with it. The balances you mentioned are and will be great, but what happens if a stationary object is given these (as you mentioned,) impossible advantages? I don't know yet if certain kinds of building materials/components could be housed, say underground. Perhaps, there is a law to this as well. I do Java and I know that while it may be hard to put certain limits in place, you can't catch them all and certainly not on the first try. I, personally do not know the extent of the modules that are going to be deployed in the game, but I trust the developers to come up with something efficient and how do I say it...? Limiting to an extent? Pax Vobiscum. "
  5. "Well said and thank you for your reply. I thought so as well. But, you see, that's only half of the problem. Greater damage == equals higher price. I am in no wise a professional economist but, this should ring a bell in every one's head. The more the quality, the more expensive the price. Granted, game mechanics and laws will be implemented, but how will they stop cheap projectiles and "just add water" defences from boasting the capability of traditionally (and reasonably more expensive) gadgets that exist in the market? To some extent, this idea sounds most appealing. I am first of all a consumer--as will all of us be at some point-- and I rub my hands in gremlin like glee at the cheap prices for great defences and machinery. But, the downside is this: things will be created just for looks rather than focusing on functionality and actual game mechanics (at least where weapons are concerned). Unless you want to break the ceremonial bottle of wine on this ship with an economic war, prices and quality need to be ever so delicately balanced on a near perfect scale. Pax Vobiscum. "
  6. "Good day, fellow members of the Dual Universe Forum. Like an astounding fraction of people here, I have found a great interest in the creation process Dual Universe has created. Most wonderful of all, I believe, is the fact that while templates are going to be available, most or all of the code can and will be done by the players. While this may allow for stunning creations like "Pacific Rim meets Gears of War"; inventions to darker "George Orwell's "1984" meets Ex Machina", the real problem lies with the benefit itself: codes. Where the player inventions simply to be tried and tested against NPCs, who am I to complain? (after all, we humans like battering digital units without any conscience coming to sting us later on...like Witcher 3...or Doom...or soon to be harassed Dual Universe NPCs...) My concern is that codes, basically interact with other codes that can be decoded, recoded or bloody well explode in your face. What happens when a designer creates a weapon with a kill range of 70,000 units and a damage variable thrice that amount? Or.... A ship with a hilariously high health value and a repair snippet that adds twice the maximum health every millisecond? Or... Codes that change the values of their coded targets, leaving the attack or defence in a quite proverbial "Waterloo"? I do hope that I'm not sounding like a Prophet of Doom to the poor inhabitants of Pompeii, but I do hope the developers have this volcano in check, or at least a force field to keep the lava from raining down on our heads. Lastly, player created AI is going to be as much a blessing to people here as the electric bulb was to our ancestors in the late nineteenth century. In retrospect, it would be a curse to many as much as a future "SkyNet" may be to our descendants in years to come. To be quite frank, some people here may already be working on a doomsday "SkyNet" for the poor people who are unlucky enough to come across it. The point is, some clear controls need to be put in place. And I hope the Guardians of the Dual Universe are several steps ahead of us. Pax Vobiscum. "
  7. It's most heart warming to see people who share the same belief: experiences and relationships are the heart of any alliance. Many groups have died out not because they lack the numbers or the quality, but simply because the players feel bored of the ever static generic alliances that annoyingly make the majority out there. I come from a tiny alliance in Eve, but the experiences I've had there are the best in any online or offline game that I've ever had. You mentioned Vulture Corporation came from Star Citizen. If, you don't mind, I would like to know more about how the best experiences are formed for alliance members. Any useful piece of advice would do. I've got some myself, but would love to hear anything I don't already know. Pax Vobiscum.
  8. Exceptionally well- thought through... I dare say, I'm much impressed! Although, I hope you can keep up with this (not for the sake of competition: you've blown or scared most us away already), but the theme gives an idea of something huge and well-organised (new players love something shiny and promising). I doubt it will take long for you to come up with a more unique theme, given the amount of effort you put into this post here. Just make sure, you don't take them all, eh? Good luck in Dual Universe, Vulture Corp. I hope to see you in the near future. Pax Vobiscum.
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