Jump to content

Dygz_Briarthorn

Alpha Team Vanguard
  • Posts

    270
  • Joined

  • Last visited

Posts posted by Dygz_Briarthorn

  1. Well, we certainly do have to think about what the primary game genre is.

    Dual Universe is not primarily a survival game, so we should not expect food and drink to be a focus to the degree it is in a survival game such as H1Z1.

    H1Z1 also has building, but building in that game is secondary to staying alive.

     

    Dual Universe is a voxel game primarily about gathering resources and building structures. Those activities are going to be time-consuming enough wiithout also being forced to gather food and drink every 15 or 20 minutes. Enforcing sleep is also not conducive for voxel-building gameplay.

    But, as Klatu says, it's fine to require food and drink as long as it's not overly intrusive. Once every several hours.

     

    As we're out harvesting for resources, finding a "logout" location is also going to be problematic. Unless we can carry portable shelters along with us.

    I'm actually more interested in countering radiation and toxic atmosphere when it comes to the survival aspects of Dual Universe, but again, as a more long term obstacle than minute by minute.

  2. We'll have to see how many people fit on a cruiser. 

    100 players may only be 5-10 cruisers. A cruiser to cruiser battle should probably last 20-30 minutes at least.

    How long will it take to build and/or repair a cruiser?

    When it takes hours or days or months to build a cruiser, FPS paced combat which can destroy a cruiser isn't balanced gameplay.

     

    Action-paced is relative.

    In the demo we've seen, that solo ship is flying at an action pace and would lose a tab-target lock as seen in WoW or EQ in just a handful of seconds.

    We'll have to play the game to see how easy it is to maintain a target lock on solo ships as they maneuver around through space.

    We don't actually know what that will feel like in Dual Universe.

    What we do know is that combat needs to be slow enough for various tactical teams on cruisers to be able to respond with countermeasures.

     

    "Realistic", "immersive", "fun", "satisfying" are all subjective.

    And, again, we have to keep in mind who the primary target audience is - players who wish to be able to destroy objects at an action pace or players who will be taking days and weeks to build complex objects.

    FPS pace is great when players and objects can just respawn and jump back into the fray in a matter of seconds. It's not optimal for RPG tactics or games where it takes several hours or days or weeks to build objects.

     

    Again, "demanding" is subjective.

    All kinds of ways to make exploration interesting without combat being the primary focus.

    Survival in space won't necessarily be about combat in a game that's hoping to include toxicity, etc.

    Avoiding radiation fields or solar flares - resupplying fuel. We don't know what kinds of challenges and obstacles will be implemented, but it doesn't have to be primarily about combat. 

    And I hope space exploration is not primarily about combat. But, with open PvP in most areas, I expect combat to be readily available.

     

    All-human avatars in space is not at all realistic.

    Also, the lore already mentions alien ruins. I don't know how often we will be encountering non-human NPC pilots - realistically, it should happen at some point.

    I expect the vast majority of space combat will be human players who originated in Arkships from Earth.

  3. Great posts, Thoger, even though I disagree.

     

    Dual Universe space combat, as described by NovaQuark, reminds me of original Battlestar Galactica. I think even the Vipers used a form of gun lock.

    When I'm thinking about cruiser battles -which is more the direction NovaQuark is looking forward to- we will likely need target locks since gunners and pilots are likely to be manned by separate characters. As the cruiser veers in whichever direction, the gunners on port or starboard or aft still need to be able to destroy their targets.

    We'll need to play to weigh in meaningfully.

     

    I'm hoping to use a solo ship primarily for exploration rather than battle and have battle primarily from a multi-crew ship.

  4. I don't recall NQ ever using the term "PvE".  Again, I am just questioning the use of the term "PvE".  I am NOT saying that everyone has to be a fighter - far from it.  What I am saying is that builders, for example, are PvPing when they build stuff and sell it on because they are competing with other players, not with the environment.

     

    I think we should avoid using the term "PvE" for this game because undermines the co-dependent relationship between creators and protectors/destroyers and the emergent player society.

     

     

    The dev quote states that there will be "non-pvp" "secure" areas.

    "Areas secure from direct pvp combat" may be more accurate, but pve is easier to type:

    https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/

    f a builder wants to build without risking being attacked by a PvP player, he will have the opportunity to do it in non-PvP, secure areas.

     

  5. Hmm. Well, if PvP in DU is Like EvE, I won't be playing.

     

    The option that's most appealing to me with regards to Arkification is:

    Alien Ruins: areas on planets containing lost, deactivated alien technology that could be rebuilt/reactivated by players. Once the area is rebuild/reactivated, the area becomes safe and anything in it becomes untouchable by PvP Mechanisms.

     

     

    My plan is to be an Ark30logist. Part of that will entail discovering alien ruins, part would be activating the tech that creates PvE zones for Builders.

    But, part of the politics and non-combat PvP espionage should include rivals sneaking in to deactivate that tech.

    Might be that the tech requires periodic replenishing of organic or in-organic resources to keep the PvE tech activated - so that it's not just a one-time activation.

    Perhaps part of the challenge is ensuring that the resources aren't permanently depleted in that area - PvP enthusiasts may become eco-terrorists who destroy the necessary resources -indirect PvP- thereby pushing "Builders" to leave the PvE zones to resupply the resources on which the PvE tech relies.

     

    It should be possible to support both styles of play.

    PvP doesn't always have to be about direct combat.

  6. 1: I love seeing familiar names over here!!

     

    2: My hope would be that the "RP" just happens naturally as an emergent aspect of the gameplay. But that depends on the "politics". How will we affect the worlds we explore??

     

    3: I think I'll need to post about this more in depth elsewhere, but... I think instead of "Builder" vs "PvP" as the binary gameplay, it really should be "Explorer" vs "Conquest".

    Instead of conquering worlds, I would want to be gathering info and protecting the wildlife/natural habitats of the worlds I discover.

     

    We can build ships, but what kinds of instruments can we deploy? Can we deploy instruments that will allow us to track the wildlife we discover? Can we terraform an asteroid to accept wildlife? I see monitors that seem to be providing data we can monitor, but is that just cosmetic or can those screens actually monitor health and atmosphere and climate and gravity?

    If we are able to monitor and process and change those kinds of parameters - roles will naturally emerge.

     

    4: I'm hoping we have templates and components to help us build the ships we see. Rather than trying to voxel them from simple shapes.

×
×
  • Create New...