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Alpha Team Vanguard
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Posts posted by Dygz_Briarthorn

  1. 1 hour ago, Kirtis said:

    Regarding the EvE online.. even the NQ developers do not hesitate to admit, that they are planing to use a lot of ideas from this game and this is normal as that project proved to be successful. So unless you want to hide behind ignorance wall there's nothing wrong in using examples from that project.

    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. 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.


  4. We don't know anything yet but I hope they will implement some very cool and sophisticated mechanics like scanning for nearby pulsars (each with a different rotation) to extract your current position in space. Then scanning for stars (you shouldn't know wheather there are planets in that system with the most basic scanner) and mark that position in your HUD. They could even add uncertainity to it so that you have to scan multiple times to pin down the exact location of that star while you travel there via FTL drive. Bring skills into play there too (faster scan, more reach, better accuracy, detect planets not stars,...)

    Once that planet/star is found YOU know where it is, but no one else so they even can make cartographers a thing to sell directions to players.

    All of this is my imagination ofc, nothing official.

    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.



  5. 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)??



  6. 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?

  7. 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.

  8. April 13th. Again, late enough but not on a Friday (never release a game on Friday otherwise the devs will have no weekend and players risk not being able to get on due to server issues.

    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.

  9. 1: not everyone has a territory unit in place - there have to be other mechanics to prevent that

    2: true

    3: I think yama wanted to point out the mere fact that DU is a MMO - you achieve MORE when working together. There will be plenty of orgs in alpha but we will test and break the game, not playing for "real"

    4: depends on what elements are implemented. Most ships will in general look the same with some differences here and there, but there's a reason why planes look the way they do. And many people have that same image in their head.

    5: depends what and who you define as a dick. People scamming, robbing, killing, hilariously attack (dropping a ship from orbit on your head under the safe zone if thats possible) you? I don't see a problem - Again: fine line between normal MMO interaction and actions that should be banned immediatly


    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.


  10. Sounded like you meant my post about profits on markets


    Well, yes, the INVENTORY. But IF there are implants (in your head!) and whether you lose them or not, is not yet defined. But I can imagine that those are lost for sure when killed.

    Everyone can do whatever they want - be killed and lose 5bil or pay 2,5bil ransom. It's not a choice of stupidity or silliness - it's a choice of gain vs loss.


    Those enemy ships may be able to destroy your base and ships worth 1 bil but your defenses killed their capital ship worth 5 bil. IMHO that battle was won by the defender, but thats just me. I don't mind losing expensive stuff, because ingame currency doesn't matter at all to me, so I will happily make such trades.


    You simply CAN'T stop people from paying that ransom, you won't stop pirates asking for ransom - but calling all bears stupid or silly because they made a perfectly economic and reasonable choice could be interpreted as harassment ;)


    Oh and btw: most of my ransom deals will be involving alcohol, a mic and the victim singing for me

    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.




  11. The zone around the Arkship, where new players spawn, is a safe zone where people cannot be attacked.


    Safe zone means you are invulnerable from attack and your constructs are safe. That doesn't necessarily mean someone can't just build a giant wall around your construct, which would constitute "griefing" but that's a whole separate issue from people being able to attack you or your constructs directly in the safe zone. 


    If you don't want to control a "full zone/territory" by yourself, you can always join someone else's territory and build there. The benefits to doing that would be more power in numbers, and a higher chance of surviving attacks outside of the safe zone (if you join a territory outside of the safe zone that is).


    Territory claims are going to be -huge-, so you're going to have plenty of space to build in. 



    It's important to remember that DU is a Massively Multiplayer Online Game, so you're not going to get very far if you are totally averse to working with other players at some point in time. Joining up with another group or becoming a citizen of a territory only adds to the multiplayer social factor that the game is built on. I have to imagine the early game is going to be a race to establish territory markers all over the safe zone, but I don't believe many of those are going to be owned by single individuals so much as groups working together. 

    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.

  12. That's not what I said. No One forces you to get those implants. No One said they were necessary. But IF you do want them because of a much faster training time, then you WILL think twice before you exit a safe zone and you PERHAPS pay a ransom. If you don't pay - live with the consequences.


    If you choose to never ever pay ransom, your choice. Fair enough. No One forces you to do so. We just said that it's a perfectly valid tactic, if someone doesn't want to lose his 34644 billion credit implant

    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."



    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.

  13. Killing you 10000000 times, becauese there's a contract on your head and pays well, means I am doing my job as a bounty hunter. 


    Sendin you 10000000 messages with colourful words, is harrassment.


    There's a distinct difference.


    If you played WoW, griefing includes things like the infamous "Dirge Spam", of people linking that pos epic item into the trade chat, and switching every noun or verb with Dirge. That's spam, trolling and griefing, since people can't use the trade chat for its intented purpose. What did the Blizzard Admins do? Nothing, the Auction house is just around the corner.


    In PvP servers, people would gank you time and time again if you were farming on their spot - I was one of those gankers. What did the admins do?


    Nothing. "It's an Open PVP server" would tell you, thus, it was griefing, but not really the admins' problem.


    Sending death threats to a raid leader - that raid leader was me at one point - because he didn't favor your GF who's top-notch geared, over the guy who hasn't gotten loot for the last 2 months? Yeah, that's harrassment and that gal got perma-banned.


    That's the distinction between griefing and harrassment. Ganking, I can take, it's part of the game I signed up for, harrassment is not.

    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.



  14. The real question is, how do you know they are causing grief for the sake of causing grief? Their 'Griefing' may just be a by-product of their activities rather than harassment. The victims in question may just be very nice targets all the time. The Devs have admitted that there will be griefing in the game, but if it spills over into real life, it becomes unacceptable and they will then take action.

    That's what devs help determine.

  15. Good luck with anything you do then with the attitude of "I quit the game because I can't be protected from anyone".


    DU is a sandbox MMO, WoW is a theme park MMO.


    Profiteering, cartelisation, price fixing, bubble schemes. frauds and scams, all are part of the game. Nobody will protect you from all those things. Extortion and ransom is one part of it. A larger alliance, can extort a manufacturing org for protection money (although it's stupid to do so, but w/e ) while that same manufacturing organisation can elect to "cook the books" by selling in a black market and via a dummy coproration to avoid paying the larger alliance its true share of their "agreement", you know, how real life shakedowns go down. Mobster aks for money, the extortee cooks the books, shows smaller profits, pays less.


    Same goes for ransom. Strike a conversation, you may end up being paid money for being not a dick. It's how it goes down in EVE usually. You act maturely, you are rewarded. You start cussing after being intercepted, the other guys will just blow you out of the sky.


    Ransoms are not any different than what piracy is, it's just conversational than the simple thought process of "blow enemy ship, get loot, rinse repeat".


    Emergent Gameplay and Activities, involves all of those examples so far. If you don't like combat or don't want risk at all, then just be a builder, this is not EVE, you don't have to actually go out into the darkness of space to mine, you can just stay on a planet, be a top-notch builder (something I heard you are) and just be known that way. Zero interactions with pirates, no risk of running into a rnasom situation in space by being interdicted. It's what safezones are for, for people who don't want that part of the game. And hey, if you are rich enough by selling your constructs, like houses or buildings or w/e, you could be hiring an armored Uber ship to get you wherever you want. I mean, they pay collateral for delivering you, so if they don't do take you to your location (within a certain time-frame), they will pay YOU money, so, it's GG.



    Without those "dicks" there are not bad guys in the game, there's no infamy and there's no player-driven content.

    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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