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Alpha Tester
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  • backer_title
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  1. discordauth:WylBb6JCfQb7vyRFSeeFG5lkz0uKrNTHYMEK_K0v7hU=

  2. Can you tell me which dev diary exactly? thanks.
  3. I know it's a bit of topic, but it's still closely related but what about resource attributes? I would really like to have many attributes for a given ore in order to affect the attributes of the things you will craft using them. This adds so much depth to both scanning/mining and crafting. Also for the economy given the fact that for instance two guns of the same model will have different firing speed and power. This way you are not only looking for a resource but also for the best breed of this resource.
  4. What about resource density which would affect the efficiency of extraction?
  5. Well, lucky me, I'm french like the devs, so they will figure out what I wanted to say, but yes, attributes are more suitable.
  6. That's exactly the point. You have better guns (more power, speed, precision), better armors (lighter, more resistant for different damage types (gun, contact, etc.), lasting longer). For buildings this could make them tougher/weaker based on what you used. For me it's a critical point that will make this game a RPG and not a Minecraft like game. As a programming developer myself, I'm aware it's not an easy thing to realize, but it add such depth to the game, when you look for an item, there're tones of them of the same type, say a given type of gun, but each of them having different specs when you start the game you only have the money to buy the crappy ones, but the further you play the more expensive ones you can buy. I you add to crafting a percentage of "luck" that will make what could have been a very good item to a "legendary" one, it's even more interesting, because only the elite can by this item, the demand is below the offer and then auctions are conduced to sell the item.
  7. Up! There's no CM that can give a thought about this? Thanks
  8. I was thinking about the non-infinite resource extraction, that's right that mining is taking out a real volume of matter. But I'm afraid this does not scale with the rest of the game, seems unbalanced to me, otherwise let's assume that most of the playing will be miners. I don't know what kind of players will play, miners, crafters, PvP, PvE. I realize it's not WoW, but it's not minecraft either, I hope. To setup a real economy as this scale, we better have factories and extractors, otherwise most of the people will craft and the need to buy will be not as high as if there were more non crafters playing (you wouldn't be able to craft everything, but still...). Balancing will be critical and I understand it's the purpose of the alpha.
  9. What I've enjoyed the most and I think made the game so much fun is the ability to have criteria on every resource type. Depending on them you can craft average/good/great items, which makes mining a very important task, so territory control. The crafted items (gun, turret for instance) would have many criteria which value will be computed from the resource's ones (and maybe also the crafting skills). Doing so makes the game so much fun/competitive on the crafting side and the efficiency of a given organization depends not only on its size and cheer production level, but also on the quality of the miner/crafters. A "minecraft" only approach is good enough... for minecraft, but for a MMO with PvP I think it would be too limited. people going for crafting skills would want such complexity, otherwise crafting is only about grinding and repeating process, no research to produce the best crafted item. I was a big fan of Star Wars Galaxies for this reason, it was very (too much certain would say, I think) rich on this matter and made the whole game not only about "looting" items in dungeon (which is something Dual won't have too). I really hope it's something that could be possible. I realize it's "big" feature with a lot of implications: you have to consider if the resources are spawning in a permanent way or for a fixed or slight flexible period of time (every week or so). Miners have to use a resource detector to spot the available resource and see their criteria. If you enable Extractors, then players have to move them frequently (also an interesting gaming situation, with interesting gameplay outcomes).
  10. Will it be possible to craft some ressource extractors item (maybe different types for differents resource types) of different size (depending on crafting skills and resource used to craft them) which would affect the extraction speed and storage size to extract resouce automatically? With the delegation system it could be owned/used by a player, many or organization.
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