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Alpha Team Vanguard
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Everything posted by Dygz_Briarthorn

  1. I am ignorant. What is the hourly rate for playing EvE Online?
  2. Sooo... what are we thinking the price point would be? $15/month is what, a max of $0.50/hour? But that's probably a discount for bulk rate/advanced pay. So... $0.75/hour? I have a feeling the vast majority of DU players are going to be playing more than 30 hours per month. I think the minimum amount of hours to make much of any progress at all in DU is going to be about 16 hours per month. So, at best, people paying by hour might save 3 dollars per month. People who are so strapped for cash that they cannot spare an extra 3 dollars per month are not going to be playing DU anyways.
  3. I expect to be chronicling the history of DU anyways. I won't be following people's restrictive rules to do so. Give it a go, though. I'm sure you'll be able to drum up some takers and that will make for some great RP.
  4. No separate "servers" - it's all one universe. Morality is socially relative - you can have whatever rules you want on your planet...until enough people arrive to counter your rules. It's not possible to blow up a planet, so we don't need rules for that. But, if it were possible, blowing up planets on the frontier would be OK...until enough people who believe it's not OK and can enforce their beliefs arrive. Same with cloning. Same with hacking. Don't use exploits will be enforced by the devs.
  5. Most stars have planets. Until fairly recently, it's been difficult for us to corroborate that with available tech. So, it's not so much to ascertain which stars have planets... rather it's about being able to navigate successfully to the desired destinations. Currently, in No Man's Sky...I'm trying to navigate to the Galactic Hub... and area of space where many streamers have congregated (even though we can't actually see each other in the game, yet). The app in the image I shared let's me see my current location relative to the center of the galaxy and my desired destination. When this pic was taken, I was using a Sigma warp drive, but the estimated number of jumps is based on a Theta warp drive. Right now, it's taking me six jumps with a Tau warp drive to equal an estimated one jump with a Theta drive. 841 x 6 jumps is pretty daunting... especially since I have to mine resources for fuel every six jumps or so. After about 10 jumps through a black hole/wormhole, I'm now 140 jumps (Theta) away from the Galactic Hub. The compass in the bottom right corner of the app helps me steer in the desired direction. With the latest update (Pathfinder), I'm able to set a waypoints back to any star or world I've previously visited. I'm expecting that it will take a week or two for me to reach the Galactic Hub. I could reach the center of the galaxy in a couple of days. Hopefully, Dual Universe will have similar challenges for Navigators. And I hope that Navigators have dedicated skills/implants that make them valuable assets for multi-crew ships. So, that successful navigation through space is a combo of implants/skills, ship tech (scanners and engines) and fuel.
  6. Below is an image from an app for NMS to help us navigate to distant destinations. Has me thinking about navigation skills for Dual Universe: 1: Will we be able to plot a course for a destination within a solar system or galaxy and have our skill point allocation augment our chances of success? 2: Will it ever be possible to use master class skills to find wormholes (stable & unstable)??
  7. I'm not particularly interested in money. Especially when we can mine, harvest, build on our own. What will we place in giant buildings that will make traveling through them interesting enough to be worth the effort?
  8. People will attempt to extort ransoms. What percentage of the player population acquiesces remains to be seen.
  9. "Money" is really just a shortcut. When I think of banks in games, I'm really thinking more about inventory than currency. I don't think we'll have to store currency in outside banks.
  10. hahahahahahahahahahahahhahahahahahahahahahahahahahahahaha You trust players to handle your money!!! roflmao
  11. We don't know how easy it will be to protect a jumpgate. Easy enough to imagine, though, that the jumpgate might be attacked while people are away exploring, building or gathering data or resources. All speculation at this point, though.
  12. PvE zone is a "silly" place where there is no player vs player combat. I think Arkship safe zone is truly the only area where it's impossible to have confrontations, like destroying the constructs that create an arkified bubble.
  13. Pirate is just a themed character. Doesn't even have to involve PvP.
  14. Pretty much always gonna be on a Friday - whatever is supposed to be in the build will be shoved in at the last possible moment and tweaked...until desperation forces the release. Basic human nature and the reality of game development schedules.
  15. I expect to be sharing what I harvest/mine with builders. Probably closer to trading/bartering than selling.
  16. I think there will be quite a bit that's easily made, but quite a large difference between flying through the atmosphere and interplanetary or interstellar travel.
  17. 3: My point is that during the Alpha we can expect orgs on the Alpha Team to begin work designing and establishing towns and territories. By the time we go live, the Alpha Team orgs will have worked out how they wish to implement their presence in the newbie zone and newbies will find themselves interacting with and negotiating with those orgs. Especially orgs who are devoted to aiding newbies. "Playing for real" has no bearing. There are Landmark players on the Alpha Team who, during Alpha, will be testing how we can best enhance the newbie experience for brand new players. 4: Right. I think the pre-fab elements will cut down on the "senseless" constructs. But, then, we have the example of the sprawls in SW: Galaxies, so... 5: In context, "dicks" basically refers to crafting giant dildos.
  18. It's a choice of gain v loss, but it's silly to succumb to ransom demands because that just encourages the "bad behavior" to continue. Players will expect to get a ransom rather than learning that attempting to ransom is pointless for the most part. It's silly to reward players for bad behavior. But, humans aren't immune from doing silly things. Why do people keep associating ransoms with pirates as if pirates will be the only or even primary players asking for ransoms? Ransom is not a reasonable economic choice. That's like saying murder is a reasonable choice. Encouraging players to wantonly murder is silly. Anything can be interpreted as harassment - doesn't mean it's a valid interpretation.
  19. Emergent dealings... with players in general. Especially due to DU skills, crafting and blueprints.
  20. 1: I expect claims will have buffers that prevent other players from building a giant wall around your construct. Plus, this is a game with ships, so it's not going to be possible to build on top of someone's claim. 2: Because safe zones are so large and...again... we have ships, it's going to be very difficult to camp the surrounding area in such away that the outskirts of the Arkified zone are unsafe. Constructs in the Arkified zone will be safe. Leaving the Arkified zone will generally be safe. Adventuring some distance from the Arkified zone may be risky. 3: How many organizations do we have in the Alpha Team?? There will be some form of interaction. Even if it's just orgs giving free stuff to newbies and aiding them in other ways. 4: I'm not so sure that the newbie zone will be full of senseless constructs because we have a lot of modular crafting. We'll see. 5: I doubt that the devs will allow "dicks" to remain in the game... especially not in the newbie zone. Again, we'll see.
  21. You didn't say that. Twerkmotor said it. 1: Twerkmoter asserted that we lose everything when we resurrect, which isn't quite true. "You respawn but your inventory will be randomly losing most items, as it is impossible to insure that the particular branch of the universe where you are now has the same past history as the one you come from." https://board.dualthegame.com/index.php?/topic/20-devblog-resurrection-node-mechanics/ 2: I said: "I don't care how expensive regaining inventory is - I would happily spend days regathering inventory or quit the game before paying a ransom to another player. There is nothing in a game worth supporting the concept of ransom to another player. Nothing." 3: People who are unwilling to pay ransoms will either live with the consequences or quit playing. Of course. 4: I agreed that attempting to ransom is a valid tactic. I just find acquiescing and supporting that tactic to be silly. It encourages players to continue bad behavior. 5: This tack basically started when people stated they would suicide to teleport away. Twerkmotor scoffed at the notion. But, really, it's just a matter of different priorities and playstyles. We don't all have the same values.
  22. I don't have to use the trade channel. I can easily ignore the trade channel. All kinds of ways to trade without ever using the trade channel. Especially using the Auction House. I don't understand why anyone would consider childish spamming griefing. Plenty of other channels to interact with other players besides in-game chat. And, again, that's what an ignore list is for. People gank on PvP servers all the time. Hence, PvE servers. On PvP servers, ganking is not griefing. On PvE servers, ganking is not possible. What happens to people who grief RPers on RP servers?? Griefing is a form of harassment. Not all harassment is griefing. Death threats to players rather than characters is both griefing and harassment.
  23. That's what devs help determine.
  24. 1: In DU, I can be protected. That's what safe zones are for. And I plan to focus on establishing and maintaining safe zones in the frontier. 2: Sandbox != anything goes. Which is why safe zones exist and why the resurrection nodes are designed as they are. Again, just because there is a sandbox in a park doesn't mean that people are allowed to extort protection payment to prevent others from knocking over your sandcastle. Players can try to implement profiteering and price-fixing, bubble schemas, frauds and scams. That doesn't mean they will be successful. I can protect myself from those things by not supporting or participating in those activities. People can try to extort ransoms from me all they wish. I refuse to participate. If a mobster tried to extort money from me -push come to shove- I would close my business, move and report them to the police. In DU, we might strike a conversation. If someone wants to give me money for whatever, I would probably accept the money. I would never ask a player for a ransom. Nor would I ever pay a player a ransom. I'm not going to support extortion - in game or out of game. I do not consider the gameplay of Eve or Elite Dangerous to be "mature gameplay" - quite the opposite. If the extortionist wishes to blow me out of the sky, they can blow me out of the sky - because I'm not going to pay them any money not to. 3: Ransoms != piracy Piracy may or may not include attempts to ransom. 4: Attempting to ransom, etc, may be emergent gameplay... if enough players succumb to the extortion and allow such gameplay to emerge. All I've said is that it's silly to allow other players extort funds from you. If you let people extort funds from you, that's not griefing... it's just your choice. 5: In DU, there's a wide variety of ways to explore the vastness of space and avoid combat besides staying in safe zones. (I'm not a voxelmancer, I'm just a carebear Explorer). Also, a variety of ways to subvert extortionists. You've listed several methods, yourself. 6: Also, in DU, there will likely also be other ways to make yourself a valuable asset in ways that will preclude extortion and ransoms. What skills do you have to offer? Are you considered to be neutral because of your specialized skills or knowledge? Are you considered to be off-limits because you have ties with powerful allies? 7: Bringing this back to the original post... Because I am an Explorer, first and foremost, blowing up the jumpgate would mostly be inconsequential to me. I'd be happy to explore the new star system while waiting for a new jumpgate to be built. Especially true if I have a resurrection node hidden in the new star system. I'd be having a grand time gathering and relaying discoveries about the new worlds to my friends via channels outside of the game. Star systems should be vast enough that it's not easy to find a lone ship or a lone player in a new system after resurrection... DU's resurrection mechanics makes harassing one player or one ship difficult. 8: Characters can easily be "bad guys" without griefing other players.
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