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Gojo_Ryu

Alpha Tester
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  1. Like
    Gojo_Ryu reacted to Gerald_Deemer in The big log on / log off question   
    What?!? Are you serious?
  2. Like
    Gojo_Ryu reacted to Jeronimo in The big log on / log off question   
    How about your game crashes?
     
    During a light speed travel? will you relog alone in the space at same position where you loged off?
     
     
    In the case you precisly described, there is no question to it but yes you might respawn at same exact location that you logged off, and with a smarter algorithm you will spawn at the limit of the land that has been just claimed,  and your ship will be there in the wild.
     
    Probably nothing can stop anyone from building around your ship, walls and ceiling, to troll you, but nothing can stop you from destroying this at relog
     
    What about our ships? (if it is in the wild and you didnt had time to find and and in a secure zone)
    Will it despawn at same time you log off?
    Will anyone be able to ride it and take off with it?
    Will anyone be able to destroy it? Recycle it, gathering matter from it?
     
    Maybe there could be a time (1month, 1 year, indefnitly) before any contructions enters an abandonned state?
    Maybe there could be a claiming disability range around your ship when you logged off?
     
    Alpha will be full of issues and rebounds for sure
  3. Like
    Gojo_Ryu reacted to Blacksythe in The Great DAC Compromise Poll [Please Read Before Voting]   
    Copy and paste from other thread i propose this as option D
     
    Players who buy DAC's off NQ will hold them in a digital wallet until they choose to use or to sell them. Selling them converts to a protected item until they are picked up. (I somewhat disagree with this one, once they are converted they should be lootable (seller took the risk to market them) Digital DAC's can be used directly from the digital wallet a player may choose to never take them out of there. DAC's in the inventory cannot be converted back to digital Kickstarter DAC's are protected regardless (this may give them a higher value later on and potentially cause people to hoard them so a time limit should be applied) According to the devs market items have to be picked up so the buyer must travel to collect his DAC but can choose to use it immediately adding to his game time (If he chooses not to use it immediately he must pick it up) This rule is here so he doesn't get kicked out of the game at the end of the month but also makes them fair game for large corporations moving DAC's Regarding a time limit i suggest the number of months equal to the number of DAC's you actually received giving more value to higher packs while keeping it balanced still (might help the kickstarter cause) or a set timelimit of between 6-24 months after that time they are no longer protected
     
    Edit apparently this is option C XD i was corrected by some eve players.
  4. Like
    Gojo_Ryu reacted to BliitzTheFox in How Should Markets Make Money?   
    Method 5 would be the best, this is something that should have a lot of freedom and increased complexity.
  5. Like
    Gojo_Ryu reacted to Starkontrast in How Should Markets Make Money?   
    My brother AccuNut and I will be running a market once the game is released and have been thinking about how market owners will make their money.
     
    We have come up with a few ideas on how this should work, as their has been nothing mentioned as of yet on this subject.
     
    Here they are:
    Market owner (MO) takes a percentage of the sales. (ex. Item sells for $10. MO takes 1%. Seller gets $9.90.) -- thanks ATMLVE MO is paid per each listing by the seller. (ex. $10 to post one item for sale, $10 to post 1,200 items.) MO is paid per each item listed by the seller. (ex. $10 to sell one item, $20 to sell two, $30 for three, etc.) MO is paid based on cubic units of storage space taken by the items sold. (ex. at $10 per cubic unit, a listing occupying five cubic units of market storage would cost the seller $50 to post for sale.) MO establishes listing "types" (raw resources, ship parts, blueprints, etc.). seller is charged using any of the above methods based on item "type". (ex. raw resource listings charged using method #1 cost 1% of sale, while blueprint listings cost 5%.) --This option allows the most freedom to the Market Owner as they could use different charge methods for each listing "type". (ex. MO uses method #2 for raw resource listings and method #1 for blueprints.) What are your thoughts on these methods? We'd love to hear your own ideas on how markets should make a profit as well.
    Let us know what you think!
     
     -Don't forget to "like" the post!

    ​Thanks for reading,
    ​Starkontrast
  6. Like
    Gojo_Ryu reacted to Wicpar in arkship user experience   
    Hello,
    I cannot help but notice controversy about the starting zone. I would like to give my input.
     
    I have noticed there is a lack of planned tutorial, the arkship is ideal for that. You could create faked interactions that cancel out after a certain time allowing you to make npc quests and thus gather enough material and money to get a decent newbie ship and go away onto another planet.
     
    nstead of letting the NQ team design the starting area, it would be beneficial to let the alpha players make it and build it organically, with the premise it will be deallocated from their property once in beta to implement npcs and their quests according to the past happenings in the alpha. It would be wise to make a small no edit zone around the arkship itself to make it look like a memorial once things have been built around.
     
    I hope you like that proposition.
  7. Like
    Gojo_Ryu reacted to RightBigToe in Planets Atmosphere thickness and flight experience   
    I dont think anyone is proposing a 2 minute flight through atmosphere or a realistic depth to the atmosphere, but in the gameplay demos the devs have passed through the atmosphere in less than 5 seconds which, to me, completely removes any sort of barrier between the surface of the planet and outer space.  Somewhere in the 10-30 second range would, to me, provide for a more genuine experience and provide a border between space and surface.
  8. Like
    Gojo_Ryu reacted to Jeronimo in Planets Atmosphere thickness and flight experience   
    After beeing stunned by last presentation video there are still some little gameplay details that bother.
     
    The planets atmosphere thickness is for me (at the present moment of the demonstrations) a lot too thin, and seeing mountains top reaching the space, or a ship quiting the surface of a planet in 10 seconds, breaks the height realism and the inimaginable infinity of the voide. 
     
    I "personnally" think the atmosphere thickness is a very exiting moment when you get through it, from both sides
     
    Either from a planet where you switch from the palpable to the intangible
    Or from that little cockpit in what we could have spend weeks without seeing a moskito, to the real ground and its beauty, with that moment where your ship is shacking as hell and flames blinding you.
     
    For now, impatiently waiting how this experience will be dealt with
  9. Like
    Gojo_Ryu reacted to MadOverlord in Long-Term Resource Availability and New Player Conundrums   
    Your position hilights the tension between making the game as open-world as possible and the commercial realities of attracting new players to the game. As the saying goes, "you never get a second chance to make a first impression", and if the first impression of new players is a cratered hellscape encircled by legions of griefers, that does not bode well for anyone long-term.
     
    It will be interesting to see what mechanisms the developers come up with to address this issue and provide a smooth path for new players, as well as environments that fit the risk/reward tastes of various player demographics. I am sure there will be lots of instructive "emergent behavior" in the alpha.
  10. Like
    Gojo_Ryu reacted to Blacksythe in Long-Term Resource Availability and New Player Conundrums   
    I know Boo was mentioned in this somewhere I recently joined boo myself, One of the reasons for that was there single rule of no griefing, We are all here to have fun so dont go out to ruin someone elses. Building a wall around someones base and charging him to get out if done once is somewhat funny doing it multiple times to the same player well i guess that might constitute griefing.
  11. Like
    Gojo_Ryu reacted to MadOverlord in Long-Term Resource Availability and New Player Conundrums   
    Thanks, but I am sure it has already occurred them.
     
     
    I would not be surprised if resource extraction was not permitted in safe zones -- only construction. Otherwise they'll quickly become cratered wastelands, which is hardly the initial impression you want to give new players.
     
    The problem of people doing obnoxious things like building walls around the arcship to keep "immigrants" penned up, or disassembling your nice townhouse overnight, also needs to be considered. The fundamental problem in a citizen-policed anarchy is that bad actors can do damage much faster than good actors can build and repair, and if there is no legal system to resort to (or an equivalent set of rules enforced by the game engine), the only way to enforce contracts (business or social) is violence (ie: every mafia, ever).
     
    And of course, in a MMO with semi-immortal characters and multiple accounts, violence is not a credible method of social control.
  12. Like
    Gojo_Ryu reacted to croxis in Long-Term Resource Availability and New Player Conundrums   
    I apologies that I wasn't clear, but that isn't what I posted. The tl;dr is that very basic, simple things is renewable/self sufficient. This is to get new players started quickly, a pathway for players who lost everything to restart, and reduce the chance of getting totally 100% stranded.
     
    I thought I was explicit with a BASIC construction material -- the voxel cube stuff for building constructs. With a good first player experience/tutorial a new player can have a structure built within 30 minutes. This construct will have no elements, because OTHER materials are needed to build functional elements. This will require the player to explore to obtain the other resources themselves or buy from a market. I would expect that a player could sit around on their farm if they wish because of the market, they are just indirectly paying others for it.
     
    The other issue you didn't consider is rate. The basic resource production chain is relatively slow. So if the player wishes to build or power more things faster, they will also need to gather/buy resources.
     
    I would expect that the arcship zone has non-renewable resources that will deplete over time. But as infrastructure and markets develop those materials will be available for purchase.
  13. Like
    Gojo_Ryu reacted to Wicpar in Long-Term Resource Availability and New Player Conundrums   
    I would concurr on half. each ore has a different random chemical composition. after that you can extract all different materials in pure form and then synthesize the molecules to generate the materials you need to build the ships. this would not only be quite a depthening experience, but could also tech people about chemistry and even help researchers discover new molecules if the system takes in account actual physics. (like eve did with the cell thing, but in a useful in game way.)
     
    But we can go further, instead of requiring one precise molecule, you could need a family of molecules that have different stats depending on the variations, and thus let you the ability to min max it to make the best products you can, imagine a game where there is actual scientific-ish research involved as a game mechanic!
  14. Like
    Gojo_Ryu reacted to Dominar in Long-Term Resource Availability and New Player Conundrums   
    Planets in Dual Universe are nowhere near life-sized. They are, however, bigger then Space Engineers's planets.  
    In comparison, they are smaller then our moon.
  15. Like
    Gojo_Ryu reacted to croxis in Long-Term Resource Availability and New Player Conundrums   
    I've proposed in past threads on this topic that the basic resources are renewable -- so a farm and/or hydroponics produces plant matter which is process into hydrocarbons (fuel) and can be processed further into basic construction material (plastics). This solves the spawn area resource problems. Because construction seems like a major focus of the game it also makes sense to have the basics be self sufficient for those far away colonies and ships.
  16. Like
    Gojo_Ryu reacted to Anaximander in Is scamming going to be a thing?   
    I see your arguement and I get your Catch-22 example. But without scammers, there won't be a bad guy people to hate. If people stop hating on the bad guys, there are no tales to tell and the game doesn't get exposure. 
     
     
    It's a silly logical path, but tell me, what do people know most about EVE? That's right, all the dick-moves people pulled. Scams, double-books, logistical trickery and ... ahem, "logistical ingenuities" on a scale Wall Street guys went "holy crap, we can do that too!" around 2005 and ended in 2008.
     
    Let's be honest, scammers are drama source.
     
    Plus, a sandbox is not a sandbox if the devs tell you "no, you can't scam people" "wait there mister! You can't beg for money either!" "Wait, no, no, you can't be a lady and use your feminimity to get some items! Wait... you are a dude that roleplays a girl and have a voice modulator to trick people in that you are a girl and scam them... eerr... this is getting weird for a sandbox..."
     
     
    You get the idea. If the devs start hammering down on in-game scammers, it would be a landslide to hammering down on griefing, on political manipulation inside factions because the leader was "tricked".
     
     
    As I said, trust nobody, but your closest buds. I don't know... am I the only one that his parents told him to never trust strangers? Why is the need for Admin pampering needed for something so simple as don't trust men of confidence?
     
     
    Because, fun fact, that's how the term Con Man came to be. Con stands for Confidence. If a guy manages to sell you on a bull's waste, then you got tricked, tought luck, you are now wiser though.
  17. Like
    Gojo_Ryu reacted to The_War_Doctor in Is scamming going to be a thing?   
    I agree. In game scamming should be allowed. sure look down on it or frown upon it if you like. You cant have a game that allows a player free reign to play as (s)he wishes, which could mean playing as a pirate. You cant have a pirate group then expect that a scammer is going to be punished. to me a scammer and a pirate aren't much different. Now if a scammer is trying to gain access to your account that's obviously very different but scamming you for in game currency or goods to me is expected of a game where there is player to player trading taking place.
  18. Like
    Gojo_Ryu reacted to Atmosph3rik in Is scamming going to be a thing?   
    I hope NQ takes the time to explain to players how the trade system works.
     
    As long as there is a solid system for trading and everyone understands it no one should ever get scammed.
     
    Never hit accept until you have exactly what you are expecting to get in the window.
     
    If someone starts babbling about how they have this amazing spaceship you can have, but they just need you to give them some money before they can give it to you...
     
    IT'S A SCAM 
  19. Like
    Gojo_Ryu reacted to Bluestorm in Death and all its consequences, food for thought? (Continued with latest info)   
    I share the opinion that death is penalizing enough right now.
     
    Their may be cases where the death system could be exploited but the solution should not be with the death system that will hindered thousands of non abusive player  but with limiting the things facilitating the exploitation.
     
    For example :
    - Resurrection nodes, one could exploit the death system to teleport and such, the solution is to limit the resurrection nodes
    - Bounty system : one could exploit the death system by sharing the reward of the bounty with the contracted by facilitating his death, the solution lie then with limiting the contract so that only trusted entities can be contracted (the player has the possibility to choose these entities).
    - Etc.. for other abuses
  20. Like
    Gojo_Ryu reacted to Anonymous in Death and all its consequences, food for thought? (Continued with latest info)   
    A Leroy Jenkins reference AND and understanding of the fundamentals of international relations and law?
     
    I like you already.
  21. Like
    Gojo_Ryu reacted to Dinkledash in Death and all its consequences, food for thought? (Continued with latest info)   
    In my opinion, there shouldn't be any game-mechanic penalties for murder, however there should be a chance of losing skills when dying so RNs aren't used as teleporters and folks don't Leroy Jenkins all the time.  Crime and punishment are typically handled by governments.  The issue is different than real life as people come back and can sometimes identify their killer; however there should be a game mechanic that allows the killer to be identified through analysis of the crime scene.  Perhaps the RN stores a video of the moments before someone is killed, but there's a chance that the image gets corrupted that increases the further the distance between the death and the RN.  There could also be black market tech that increases the odds that the image will be scrambled.  
     
    Of course if the person who gets killed got a look at the killer before the resurrect, then they can report them to the cops or put out a bounty on their own, but if we're responsible for building the civilization, it's basically the wild west until we get players who are willing to be the government and law enforcement.  Government and law is what make civilization possible... say you kill someone in the Lunar Republic and you hop over the border to the Solar Empire.  Is there an extradition treaty?  Will Lunar authorities raid across the border to grab the criminal?  Will they hire a bounty hunter?  Will the victim hire a bounty hunter, or perhaps register a grievance and seek to settle the score personally (and legally according to the law of the Lunar Republic?)  
  22. Like
    Gojo_Ryu reacted to Kurock in Death and all its consequences, food for thought? (Continued with latest info)   
    I have no problem with injuries. That would be thematic as all hell. Injuries could be sustained before death and carry over through death.  This very much adds a medic/healer element. Also an attacker could just leave the person they just attacked broken and injured in the corner.  Rez node spammers without proper medical attention will also be severely hampered.
     
    You say sloppy. I say valiant last stand against the evil empire.  They are having their last stronghold wiped off the face of the planet, nullifying their org AND you want to take away their skill points.
     
    Ok, I am over dramatizing it but you get the picture.
  23. Like
    Gojo_Ryu reacted to Kurock in Death and all its consequences, food for thought? (Continued with latest info)   
    Like when a group is desperately trying to defend their town against invaders and they have working rez nodes in town that they are somehow managing to defend?  This kind of system would hurt defenders the most.
     
    So no. Still not a good idea.
  24. Like
    Gojo_Ryu reacted to Kurock in Death and all its consequences, food for thought? (Continued with latest info)   
    I am advocating no skill loss at all.  Quibbling over how much is lost is meaningless.
     
    An automatic system that attempts to divine intent is doomed to fail and be abused. How will such a system know the difference between a pirate mowing down miners and a security force preemptively destroying a group of pirates on the way to a juicy vessel?
  25. Like
    Gojo_Ryu reacted to Kurock in Death and all its consequences, food for thought? (Continued with latest info)   
    Sure.  You can steal a ship. You can steal equipment. But it does not give the same triple punch death does of losing ship AND equipment AND being rez'd somewhere far away without said stuff.
     
    Thing is, any automatic system that "punishes" a killer can be turned on its head and used to target "non-killers" by tricking the victim to do a killing and then hitting them with whatever system is in place. The bounty system is an example.  Nothing prevents a pirate from putting bounties on a victim they attacked but then the victim killed the pirate while defending themselves. I hope bounties have a time limit.
     
    I have played other MMOs that do have the skill loss on death built in.  It didn't add anything to the game. Players took the same risks and otherwise played the same.  Skill loss adds no value.
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