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Thokan

Alpha Tester
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Posts posted by Thokan

  1. Just now, Pang_Dread said:

    Actually what they showed is a game called Breakout. But yeah it'll probably be possible to stuff like Pong as well.

     

    Haha yeah I know, got a little bit excited. Personally, I prefer JezzBall.

  2. 2 minutes ago, huschhusch said:

    English (Translator used)

     

    Learns to renounce. No PvP.
    Just because you have to peel a knife to the potato, you do not have to commit suicide for a long time.

     

     

    German (orginal)

     

    lernt zu verzichten. Verzichtet auf PvP.

    Nur weil man ein Messer zum Kartoffel schälen hat, muß man noch lange keinen Mäuchelmord begehen.

     

     

    mfG Die Waldfee

     

    Why would it be philosophically moral to avoid obvious game elements like PvP? The game is meant to be played in a many different ways - just because you have the freedom to do either or doesnt mean the one thing is better.

  3. 12 hours ago, Lord_Void said:

    Additionally, consider the scale of the planets. With well over a hundred thousand km^2 on some planets it would take people a long time to make the whole planet look bad. Plus groups can enforce building rules in their territory if they so choose. 

     

    Yes, indeed. In a game where most people probably will play in/on/from claimed, protected territory, I don't think ugly planets will be a problem at all.

  4. 8 hours ago, Comrademoco said:

    I don't see full scale wars happening at all during the first couple of years of Dual. There's just no possible way to be big enough, territory wise or military wise at the start... but as the years go, we'll definitely for sure see huge scale wars. :)

     

    Well, that's subjective to the idea of "full scale wars". I'd say there will be Org vs. Org conflicts involving a lot of players as soon as the first bubbles goes up, no matter what size or quantity of military materiel, arsenal or vehicles there is at the time.

     

    2 hours ago, Ben Fargo said:

    While war is obviously good for players who enjoy fighting, what about those who do not?  I happen to be someone who is neither very good at nor very interested in combat.  It is something I like to avoid if I can.  If I am that kind of person, why am I going to play DU, where there will be a lot of combat?  If I prefer designing and building to fighting, why am I planning to be a wanderer on an independent freighter instead of staying in the Arkzone where I could design and build safely?

     

    While I do want to avoid fighting, I also want avoiding it to feel like an accomplishment. It would not feel that way if fighting was not possible.  However, if my organization can deal with other ones peacefully in a game where attacking each other is common, if we can succeed by being helpful where others use force and intimidation, I will be very happy with what we have achieved.  Of course, there is no guarantee that we will be able to do that and I do not think there should be.

     

    So, for me at least, war is good for being avoided. 

     

    Build a bubble, build friendship.

     

    As sure as the large PvP Organizations will look for someone to fight, they will also look for friends and allies - cause you cant have too many of those. In my experience, the harsher the sandbox, open-world PvP is, the more valuable allies and friendly strangers are.

  5. 16 hours ago, WilksCheckov said:

    Flight Crew are essentially the dedicated pilots of the ship... they receive direct voice commands from the captain as to maneuvers. Engineers are more autonomous, there purpose is to repair, maintain, fix anything that breaks during normal operation and in combat. They do not require, normally, direct communication with the captain short of being told to focus on a specific area fist, should the need arise. 

     

     

    Assuming piloting coincides with getting that nice, overlooking, third-person-view of the ship; I'm guessing it will be quite natural for the commanding individual, for any size of vessel; to pilot it her/himself.

  6. 32 minutes ago, Vorengard said:

    Before I point out the flaws in assumptions being made here, let me first say that I really like this idea, and really want it to happen.

     

    That's being said... I think you're all forgetting how hard this is going to be to implement, and that means it probably won't happen. 

     

    First of all, communications channels like this are complex and time consuming. Getting information from the crew to their captain, to the admiral will take time, and would really require a coms officer to do effectively, especially for an admiral controlling a dozen ships. In all but the most massive alliances, that's a huge waste of manpower that could otherwise be in more ships. Furthermore, it will take a lot of time to pass this info back up and down the chain, during which time things can happen. We don't see this structure in EVE because people would die, thus changing the situation, before that process could happen. For this structure to work in DU, the combat would have to be slow enough to make it viable, which might be too slow for most people's desires. People often forget that in real life naval battles take hours and hours.

     

    Also, it's going to require a lot of skill to do. Not only will you need a competent admiral, you'll need competent captains of every ship, who are also mini-fleet commanders of their own. This is a problem because most people can't or don't want to be fleet commanders, and even if they do they're pretty terrible. Look at EVE again. Even major alliances of 2000 people might only have 5 or 6 decent fleet commanders (and only 1 competent Strategic level FC, if they're lucky), and FCing in DU won't be completely different from EVE no matter what happens. The likelihood of having enough competent command staff to make this work is pretty low, just because most people won't want the responsibility, they just want to blow stuff up. 

     

    And that's only two of the problems I see. That's not even mentioning issue of efficiency and cost. So, even though I want this to be a thing, I don't think it will be a thing because of all the obstacles in the way.

     

    Aye. Most probably up until a certain point, of numbers and sizes of ships, PvP will prolly be a simple matter of calling out targets to focus-fire. Grand Fleet Battles are cool though, if ever logical.

  7. On 18/07/2017 at 6:42 PM, Inasyah said:

     

    I imagine for many Organizations big Ships will become their "home". If it will be possible to have a rez node on a construct (which it is I believe to remember).

     

    That is entirely dependent on the mechanics of the game, if they would allow it to be practical to have a ship as a home.

     

    Will the ship be vulnerable during offline hours? Will you be able to perform all actions required, i.e crafting, refining and such, that otherwise would take buildings/stations on the ground? Will you be able to respawn at the ship at all?

  8. I, and my clan mates, will establish and expand. Build a base, build a bubble, move on to claim the next tile. If a large portion of the mates, and especially if the PvP-junkies, jumps on the bandwagon we will surely make a mark on the Org vs Org Meta.

     

    Personally, judging from the game mechanics, I will be gathering, crafting, building and PeveePeeing from time to time. Ya know, playing the game. Nothing extraordinary.

  9. 57 minutes ago, Toecutter said:

    Because small organizations need to exist, rather than say, 3-4 big ones because no one can organize 100 people to fly ten ships

     


    GAH this is making me mad, you guys have literally no idea how business works, if NQ releases crews like you guys seem to want, the game will be dead within the year, no new players will come to it, it will die, this isnt an assumption, this is fact, anyone with any experience in marketing will know that marketing yourself to an incredibly niche market, for example people willing to spend all day every day trying to work with people just to do one thing, while dismembering your ability to market towards the average consumer, especially when said consumer wants your product and especially when you need these people around for content in the first place is a terrible idea, its corporate suicide

    And for anyone who doubts this, just look at the competition, in EvE there's mining, no one does it but a few exceptionally dedicated people who spend all day doing it, lets like at RR, the support role, that almost no one wants to play because it means not being able to shoot at things, everyone wants to be able to shoot at things, and when your game revolves around 90% of people not being able to shoot at things, why would anyone at all want to be that 90%, wheres the motivation, this is a really really stupid idea

    and if crews are necessary, people will quit, that 10,000 becomes a smaller number, because its too intimidating for newbies to even consider joining in on, it will fail in a matter of months not years and god damn I dont want that, this could be amazing, I've been looking forward to this game since its inception, complicated and in depth is a good thing, but inaccessible is never a good thing, no matter what the game is

    90% of the game wont be guys flying remote reps or mining, they'll be people wanting to fight, a lot of people will want to explore or do other things that arent combat related as well, but they'll want to be the ones doing that, not helping someone else do that, from what I've seen so far, the forums here make up a vocal minority of the people who in EvE would be the roleplay crowd, and this can be a great game for that, but in order to do that, the game has to actually have people playing it

     

    But you are basing this off of assumptions, my friend.

    A, that the supportive role will be "Pressing R", id est boring per definition, comparing it to mining in EvE.

    B, that a player-built ship is universally better than smaller ones

    C, 90% of people will want to constantly PvP in a voxel-based, crafting/building sci-fi MMO.

    I am trying to tell you that bigger ships probably won't be as viable as you'd might think. That they would need screens and crews to be viable, thus limiting them to organizations. I'm guessing NQ will try to balance it to where three individuals on a ship might handle and direct as much firepower as three individuals in individual ships - the overall bonus and point to bigger ships is the overlook, focusing, and supportive role.

    Also that playing a supportive role would prolly be more diverse and changeable than sitting on a spot "Pressing R", since that would indeed be boring and ineffective use of a person making me doubt NQ would implement it in such a way.

     

    Furthermore, this game is a MMO and will host a variety of playstyles. Sure, PvP and Org versus Org will be a great focus of the game, but there will still be plenty of crafting, gathering, building and whatnot. Saying everybody wants to PvP all the time is more than far-fetched - it's absurd to anyone who have ever played a MMO

     

  10. 21 hours ago, Kuritho said:

    Well... More Fuel = More Jobs.

    Countries will fight over fuel, and why should a video game be any different?

    Fuel is a driving force, the essence that all is mechanical.

    The more fuel types we have, the more specialization, the more jobs, the more production, the more wars, the more cash, the more everything.

    Catch my drift?

     

    I get it. Crafting ;)

  11. On 10/07/2017 at 9:15 PM, Inasyah said:

    The Question that comes with this is:

    Will Names be Moderated? Not only for Sexual Content, Harassment, ... but furthermore for 'Roleplaying';

    So the all famous 'will xXx360NoScopeXxX be possible' ?

     

    Ofcourse it will. There is no way people should, would or could moderate silly names. The whole game is not a roleplaying server, it's a whole game with a variety of players boasting different playstyles. No sense in punishing people who aren't roleplayers just because.

     

     

    Give me displayed First and Last, and easy accessible ID. Add an option to hide names for the inclined.

  12. Why should every single player have access to big ships? What use would a bigger warship even be for a single player or small group? Not for trading, prospecting, mining, exploring, transporting or other tasks/playstyles I would think individuals would dabble with.

     

    As I see it, bigger ships are the mark of big organizations. Depending on how easy or hard they are crewed, I wouldn't be surprised if we don't see the big ships but in Org vs Org battles/sieges/skirmishes - if not for the roaming hardcore 24/7 Pirate crews in their ganking barges :D

     

    The assumption of standing fleets is also something I wouldn't really get behind before launch, by the way.

     

  13. On 10/07/2017 at 11:50 PM, Vorengard said:

     

    First of all, DU isn't a survival game. Not even a little. The very beginning might be a little like a survival game because of the lack of resources, but that's not how things are going to be for very long.

     

    However, JC did mention multiple engine types for space, atmosphere, and FTL, though how granular that will be remains to be seen. 

     

    Yeah, I know. What I mean though is that the game is heavily themed off of sci-fi survival games but on a MMO scale - which consequently negates most of the survival aspect. I get what you mean, and totally agree.

     

    Yes, that's what I easily can see added - not complicated at all. The OP's text is just very intricate and complex.

  14. What's so complex about different engines and fuels with multiple variables? It's as simple as you make it.

     

    I don't deem it far-fetched at all to have different engines and fuels for different situations. It's nothing new in sci-fi-survival games at all.

     

     

  15. Other than just digging in the ground for resources and refining them I'd make certain types of fuel mining quite passive for larger orgs. Say, let them build stations with certain expensive game elements around gas giants or what not - for a few simple reasons:

     

    Partly to tie it into the org vs org-competition/wars/meta. Give them something to fight over except just soil to be mined and stargates.

     

    And partly to allow an exponential scale of fuel needed for larger engines, thus helping to limit larger warships to larger orgs who manage to obtain control over resources, without inducing a massive grind for fuel.

  16. 16 hours ago, Vorengard said:

    JC has mentioned the idea of repairing ships during combat, so I assume this is something we will see eventually. However, there are no details on this process (or repairing of any kind, for that matter) so we can only speculate as to how any of it will work.

     

    That being said, I really hope they implement this feature ASAP, not only for convenience, but because it sounds really cool. Being a part of a damage control crew on a large warship during a pitched battle would be amazing, and it would be a shame if we're not allowed to do it. 

     

    I imagine it would also be good for the sake of balance, possibly. It should, for the sake of said balance, be harder and more intense to fly, maintain and effectively use a larger ship versus smaller ones. A big, well-oiled organization should be able to host a large, big force, but a single bully with a large warship should be easier to take down.

    From their talks and such they seem to be very keen on getting interactive ship-play. Repairing functions of some degree ought surely to be in the works, or planned to be.

  17. Have they said anything about how many systems they aim to create though? I got the notion they would add one system after the another, with said gates - not on such a massive scale which would make exploration a plausible thing.

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