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Thokan

Alpha Tester
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Everything posted by Thokan

  1. It has to be said that, for this stage of development, they are throwing a lot of content and updates at us. It is highly appreciated. As appreciated as streams surely will be down the line.
  2. Meh, what's so wrong with faking windows with the old camera-to-screen solution. Windows outside orbit doesn't make much sense anyways.
  3. I like this. If the devs ever feel like adding a stamina bar, why not just make the food affect the stamina regeneration in a minuscule way. Say, if you want to perform stamina-draining tasks at a high rate you'd want to eat, say once every or other hour, and get a food buff to your stamina. And if you feel like eating food must be a requirement, then make the stamina regeneration slowly drop without food until it reaches near-zero after say 24 hours or something.
  4. I do not assume anything about your logistics. If they implement mechanics and features that emerge logistics then goodie. I'd rather not see mechanics prone to logistics implemented just because logistics though. You seem hell-bent on wanting to implement features forcing people to perform gameplay you like, un-emergently. Kind of defeats the point in my opinion. Emergent gameplay is about a set of simple but effective gameplay mechanics that give players the freedom to develop own functions and norms in-game and in the meta - not "annoying mechanics I like". Have you any concept of mechanics potentially being a hindrance in a sandbox MMO? 'Cause that's all I'm saying. Implementing too many annoying mechanics and features is the opposite to emergent gameplay. As I've stated several times, I do indeed welcome mechanics fitting to the theme, vision and game genre. I do however deplore the implementation of mechanics just for the sake of implementing mechanics in a game with a vision of emergent gameplay. I do look forward to broad mechanics for fuel and oxygen giving emergent gameplay. Also, as a sidenote. It can be argued that resource-based supply system has little to no effect on large organizations. Depending ofcourse on the implementation of said mechanic, it might even give large organizations an advantage considering they have larger access to resources than other entities in-game. But meh.
  5. Von Oben. It also means "pirates", explorers and lonewolves are locked to their bases. A mechanic doesn't add positively to the game just because it is a mechanic. More layers of mechanics doesn't equal more depth. How can you create emergent gameplay if you are constrained by mechanics? As I said I would much rather see mechanics, such as oxygen, fitting to their vision and this game genre in general. I'm not even particularly fond of crafting. I just recognize DU to be a sandbox, crafting MMORPG, not a survival game. My point is a food mechanic would either be an annoyance to the broader populace or an unnecessary mechanic to the minority who wants another bar to fill.
  6. Food meters are for survival games, not crafting MMOs. If I have to just once stop what I am doing to go fetch food then the mechanic is nothing more than an annoyance. Fine if it's just buffs and giggles, but is it really worth the effort of implementing a food growing mechanic then? I'd much rather see NQ focus more on immersive mechanics for oxygen.
  7. As I understand the mechanic, all NQ has to do is create a "terminal" control unit and you got yourself computers for bases aswell - which sounds highly interesting.
  8. A pirate is just a themed PvP:er. It has nothing to do with if the person is a douchebag or not, or if the PvP victims finds the person griefing - with the exception of abuse of mechanics, exploits, bugs, et cetera. This thread puts a lot of effort to glorifying simple PvP:ers. The game mechanics, the majority of individuals and the majority of guilds/orgs in-game will not judge you differently for your theme. I just don't see the point.
  9. I do thoroughly enjoy the idea of players building antennas enabling communication via chat in the large vicinity allowing people outside the organization of that geographical area easier communication for trade and whatnot. Simply that is all the emergence you need and is in itself brilliant.
  10. Megaships would be nice, indeed. However, I would stave my enthusiasm. Water always mean technical difficulties.
  11. Yes, indeed, air superiority will surely be the most important factor in large scale combat. However, there will as surely be places where a flying ship can't go, and surely people will try to counter the air superiority. Ground vehicles will have their place, but most assuredly not in the way ships have.
  12. What do you base this on? Organizations will value resources more than proximity to trade. There is really no telling if there'll even be "market-hubs" naturally erupting instead of just big organizations trading with eachother and inter-neighbour trade. I personally highly doubt the former in favor of the latter ones. I normally find comparing a game with simple mechanics to the global economy of the real world with all of its complexities yields nothing. Bam! Jackpot! You hit the nail on the head sir. This won't just only bypass the need for the starter area having to sustain new players but it also, with the simplest of mechanics, gives the new players a mean to travel from the starter zone and actually start playing the game. Make it slow, dumb and useless but make it fly. Suddenly there is no need to regenerate any minerals at all. And hey, just because the resources are finite doesn't mean they will ever run out.
  13. The reason why despotic leaders are the norm for player groups in MMOs is firstly because the groups are smaller and it is generally easier to just run it despotically. Secondly, it takes effort to maintain a democracy. Within a run of the mill player group with one person in charge it takes one person to make a decision. For a democracy a majority of the player group must care enough to put in an effort to even have a viewpoint on matters. Most people play games to escape responsibilities, some will bother to pay attention to the game's guild versus guild meta game; very few will bother to care about guild meta. That being said, my heart ticks for democratic player groups. I do hope some cool meta structures appears for some organizations.
  14. In an alpha-state that already looks better than any space-crafting-voxel builder out there to date, in respect to moving objects interacting with moving objects.
  15. To simply add another voice to the choir before the devs rightfully decides to lock this memefest. I do not see the point of using DACs for "emergent gameplay" for the sake of it - whatever the consequences it would lead to letting it be lootable. The whole game idea and vision seeps with "emergent gameplay". There is no point of throwing DACs in there too. The DACs is a wonderful idea, allowing players to buy game-time with in-game means thus rewarding players and tying the in-game economy to the real meta one. However, I do not see the point of making DACs lootable. "Emergent gameplay" is about enjoyable game content, created by players - for players. Not punishing players, least of all with losing real life money and investment. I myself am perfectcly, more than, happy having the DACs in my inventory as unlootable objects.
  16. For water to behave like in real life it takes a heavy load of calculating and development. With the team's main goals in mind I don't think we will see any intricate system for water/fluids any time soon, or at all. Keep in mind that the server performance will be heavily burdened calculating players and objects/constructs in this open world of theirs.
  17. Believe it or not, most people fund crowdfunded games because they identify with the creators' visions, not because they want to hop on the early access forums and make random ass suggestions - or explain to people why ultra-realistic mechanics and Guitar Hero systems arent always good ideas for that matter. All early access forums are pretty much alike since they share a concept. One thing they all certainly have in common is that the sociable early access members are a minority. That doesnt mean this community is bad, or small, or anything - just that it's unrealistic to demand all funders to be socially active on the forums.
  18. Probably not. How would you balance something like that? It would be a useless addition that would cause only grief.
  19. Indeed. Especially since in the beginning we will mostly all have small single-seated vehicles. 3rd person is a lot better from that aspect.
  20. TUs will contain a whole hex, and you cannot subdivide a hex - only the other way around, as in you can organize multiple hexes together into one unit with same Rights and Duties. What you are looking for - to organize a number of different people in one geographical position, like a city - is the Rights and Duties Management System. ( https://devblog.dualthegame.com/2015/05/21/rights-duties-management-system/ ). With the help of different tags and hierarchal tag trees you will be able to organize a large quantity of different people to different objects, duties, roles and such.
  21. Yes indeed. "Protective bubbles" will protect your home from attacks, and is designed to be affordable even for solo players.
  22. I have a hard time seeing people building cubes in a tactical sense since the only tactical value more voxels bring is more, inefficiently placed, ship health/armor. It would be far more tactically sound to just build another ship and have twice the fire power than having to conform to building in a certain object shape.
  23. You'll have two things in our favor, One, this is a voxel based game on a MMO scale and thus building will require a lot more resources or, probably rather, gathering time making it inefficient to trying to "troll" someone. Secondly you may purchase/craft a Territory Unit and simply claim a Territory Tile as your own and set rights and duties accordingly - deciding who may build on your tile. This will most probably be the goal of every lone wolf or small group of people wanting to set up a place of their own.
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