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Dygz_Briarthorn

Alpha Team Vanguard
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  1. Like
    Dygz_Briarthorn reacted to Apollo in Movement of space ships   
    Sory for my English. I am from Ukraine. I offering the jump system like in Battlestar Galactica Online
  2. Like
    Dygz_Briarthorn reacted to guttertrash in PLEASE CLOSE THIS TOPIC,OR TELL ME   
    Oh i know it just gives me a giggle
  3. Like
    Dygz_Briarthorn got a reaction from Dhara in Asteroids and deep space stuff?   
    I think asteroids was a separate question from exploring deep space?
     
    I'm expecting asteroids within solar systems that can be mined to be relatively common. Seems like asteroids in deep space would be rare, yes.
     
    Safe zones surrounding traveling spaceships seems unlikely.
    My impression is that the devs want to allow us to set up new safe zones on worlds, but not on ships.
    Great question for the devs!!
  4. Like
    Dygz_Briarthorn reacted to guttertrash in Asteroids and deep space stuff?   
    First of all good find thank you, secondly I think your assessment of it is bang on. 
     
    This information pleases me
  5. Like
    Dygz_Briarthorn got a reaction from Ghoster in COPS - Coalition Of Pirates & Smugglers   
    I think of myself as Chaotic Good in real life - with the example given in D&D being Robin Hood.
    One of the key elements of Chaotic is having an aversion to rules/order/law. One of the key elements of Good is high regard for life.
    I typically avoid joining groups that list rules.
     
    I joined COPS because I know Kiklix from Landmark, I've always admired his spaceship designs and I'm looking forward to funneling resources his way to help him create some cool ships in DU.
    I'm thrilled to see so many people I know from Landmark here in the forums and glad several of them are joining or allying with COPS.
    (The only person from the Landmark forums I don't consider a friend is Thrasy).
     
    Labels aside, I'm pleasantly surprised to see our values aligned...
    Freedom fighter, lone wolf, play by own rules...
    I expect to subvert the economy by handing out a bunch of free stuff (my experience is that players are generally greedy when it comes to setting prices)
    Traveling on a multi-crew ship with the members we have seems like it will be a lot of fun. 
  6. Like
    Dygz_Briarthorn got a reaction from guttertrash in Asteroids and deep space stuff?   
    https://board.dualthegame.com/index.php?/topic/296-devblog-territory-control/?p=946
     
    My impression is that we will be pushed to travel interstellar space as we deplete worlds of resources.
    Apparently, we will be able to set up TUs in space... I'm guessing the range of Arkification for a bubble territory in space will be quite controversial.
     
    Part of the challenge of the game will be maintaining a safe zone for months or years.
    Once we  move past a solar system, we should be able to find remote locales off the beaten path. 
    But, who knows what kinds of scanners people will discover or develop.
    It may be that marauders eventually come hunting your world for resources or other loot. And I expect there to be a means for rivals to de-Arkify territories.
    You'll just have to try to acquire a new Arkification token before others encroach on your territory.
  7. Like
    Dygz_Briarthorn got a reaction from Halo381 in Asteroids and deep space stuff?   
    https://board.dualthegame.com/index.php?/topic/296-devblog-territory-control/?p=946
     
    My impression is that we will be pushed to travel interstellar space as we deplete worlds of resources.
    Apparently, we will be able to set up TUs in space... I'm guessing the range of Arkification for a bubble territory in space will be quite controversial.
     
    Part of the challenge of the game will be maintaining a safe zone for months or years.
    Once we  move past a solar system, we should be able to find remote locales off the beaten path. 
    But, who knows what kinds of scanners people will discover or develop.
    It may be that marauders eventually come hunting your world for resources or other loot. And I expect there to be a means for rivals to de-Arkify territories.
    You'll just have to try to acquire a new Arkification token before others encroach on your territory.
  8. Like
    Dygz_Briarthorn reacted to Incarnatus in Subscription should not be its pay model   
    I see valid arguments for all three models. Personally, I feel that a subscription model suits me the best and am happy to see the majority of posters apparently agree.
    FTP. Great if you do not want to pay for anything. BTP. Great if you want to play a game that has an end (not for a MMORPG with no end). PTP. Great if you want to show continuous support. (Good for a MMORPG which needs regular updates). The only issue I would really have would be if the game was PTW.
  9. Like
    Dygz_Briarthorn reacted to Dhara in Asteroids and deep space stuff?   
    I'm hoping we do have asteroids.  I don't want to live on one, but it would be really cool to mine them. 
  10. Like
    Dygz_Briarthorn got a reaction from guttertrash in DevBlog: Monetization, player happiness and economic viability   
    Pushed; not forced.
    I didn't say anything about fault - I said what I prefer.
    Since I'm sharing my preference, there is really nothing for you to argue.
  11. Like
    Dygz_Briarthorn got a reaction from guttertrash in DevBlog: Monetization, player happiness and economic viability   
    I am fashion over function, so my statement still stands.
    I dunno why you try to refute my statements as if I have no experience playing MMOs.
  12. Like
    Dygz_Briarthorn reacted to Anaximander in Suggestion Please do not use a EVE lock on weapon system   
    Judging by the latest gameplay footage, you could tag Elements on a ship to destroy, with possible impact forces being dispersed on nearby voxels. It would make for great tactical counter-play if a ship was built with an obvious point to taunt the enemy into focusing there.
  13. Like
    Dygz_Briarthorn reacted to Velenka in Suggestion Please do not use a EVE lock on weapon system   
    On top of that, it would be great if we could target certain points on an enemy construct. Something like a clip in ST: Nemesis (1:08:27 or so) you see Data selecting targets on the Scimitar. For example, I see their huge engines at the rear, so I target those to prevent their escape. Or I see that they have a large, windowed section on top of their ship, so I target that, thinking it's the bridge. Or I could take a guess at where their reactor is, so I target that.
     
    This would give rise to a "Tactical" station where the crewman at tactical relays coordinates to the turrets rather than having them shoot at the centroid of the enemy construct by default.
  14. Like
    Dygz_Briarthorn reacted to Kiklix in COPS - Coalition Of Pirates & Smugglers   
    I think you are going to be our ambassador.
  15. Like
    Dygz_Briarthorn reacted to jackblack38 in Hi there everyone!   
    Hello everyone! I saw this game on the new trailer and wanted to check it out.
     
    It looks so cool! Is there anymore footage of the game?
     
    Also, is there any good places to read about this game?
     
    Thanks!
  16. Like
    Dygz_Briarthorn got a reaction from Kiklix in PLEASE CLOSE THIS TOPIC,OR TELL ME   
    The main reason I don't live in the wilds is because I can't legally do so.
    Also because I don't have sufficient skills to harvest food or build shelters.
    And also because there are no resurrection bays to bring me back to life if some wild animal kills me.
     
    In DU, we start with a territory unit that allows us to claim our own plot of land. That's free.
    We start with a weapon that allows us to harvest food. That's free.
    We will also be able to mine for resources - for free.
    Start-up and survival in DU have no costs. It's a game; not real life.
     
    WoW is not a voxel game. Also, WoW had vertical progression rather than DU'z horizontal progression.
    In DU, we will be able to craft our own weapons for survival - no need to purchase weapons if we don't want to.
    I never experienced loot councils in WoW - never even heard of loot councils. 
    Raids and loot councils are not true slavery - you can leave a raid whenever you wish. Players cannot hunt you down and force you to raid against your will.
    Some players choose -of their own free will- to beholden themselves to the whims of loot councils if they want BiS endgame gear.
    "Willing slave" is an oxymoron.
     
    People don't become slaves because they are envious, jealous or want to belong - people become slaves when they are conquered and have their self-reliance and free will stripped from them. 
    There are some cultures that don't even have the concept of ownership or stealing - so neither is human nature.
    Animal nature -life in general- includes horrible experiences and suffering, true. Even if it's just being afflicted with parasites and diseases. That has nothing to do with slavery. Since humans are social animals and social animals recognize fairness and unfairness, humans will expect some form of reciprocity for helping to make your life easier - just as primates and crows and other social animals do. But that has nothing to do with slavery.
     
    Bribery is not slavery.
     
    You might be able to entice newbies to grind for by promising them some reward they're interested in - but that isn't slavery. You reward slaves by allowing them to live. Characters in DU will live regardless of what you do.
    I don't understand the concept of a paycheck in a voxel game. I mean, if that's the way you want to roleplay you can do so, but that's pretty stupid to me.
    I don't need or want a paycheck in a voxel game. That's not the kind of relationship I would support.
    What I will do is barter and trade - my services for other people's services. I might offer to gather 60 tons of resources for someone to build a ship for me since I don't expect to be a great ship builder, but that's not slavery - that is trading something I don't mind doing for something they don't mind doing.
    They wouldn't be able to force me to gather anything when I'm not in the mood gather. Slavery is someone forcing you to work when you don't want to work.
     
    I am non-competitive.
    I'm not interested in competing against other organizations.
    I am a hippie/commie/socialist co-operative player who loves to give stuff away for free - especially to friends.
    I join socialist groups in games - we don't have to be capitalist in order to share resources with other players.
    "Why stay with those guys in X raid?" A slave doesn't have the luxury of asking that question. A slave stays because they can't escape.
    Non-slaves can choose to go with whomever they want.
     
    Your foresight about the death penality and skill points is moot. You need evidence that it's accurate before it can be meaningful.
     
    What you described in your rant isn't slavery.
    Players will be able to choose to work for a pay check if they want to, but that's not slavery. Slaves don't get a pay check.
    Players will be able to choose to grind in return for some material reward - but that's not slavery, either.
    Slavery is people forcing you to work when you don't want to work - and typically at labor that you don't enjoy and wouldn't choose for yourself.
  17. Like
    Dygz_Briarthorn got a reaction from Kiklix in PLEASE CLOSE THIS TOPIC,OR TELL ME   
    Wage slavery is possible when you aren't born naturally owning your own land. And you need permission from a government to hunt your own food.
    What circumstances do you foresee in DU that can lead to wage-slavery?
     
    I suppose if I'm in space on a multi-crew ship, I could suddenly find myself trapped on the ship without permissions to access food.
    So, ostensibly, the owner of the ship would try to force me into "slave" labor... but, what else would I be doing on the ship? Sleeping?
    If I'm sent down to a planet to harvest, I would probably be able to live off the land away from the slavers.
    Worst case scenario, I kill myself and respawn at an Arkship - away from the slavers.
    And hang out with friends who aren't slavers.
    I don't see how it's possible to enforce wage-slavery in Dual Universe.
  18. Like
    Dygz_Briarthorn got a reaction from Atmosph3rik in PLEASE CLOSE THIS TOPIC,OR TELL ME   
    Never heard of loot councils.
    I would not have continued to play with a group that had loot councils.
    And, I'm a hippie/commie/socialist who almost always rolls greed because I am not a capitalist. Nor am I competitive. I am a co-operative player.
     
    Voxel game play has everything to do with this topic because voxels provide us with the means to gather resources and create own gear and food.
    We can survive just fine in safe zones if we wish to be free from slavery. It will not be possible to enslave players in Dual Universe.
     
    I could go through line-by-line and destroy your arguments one-by-one, but, it's not worth the effort.
    What you describe isn't slavery.
    Taking on a quest is a choice - slaves don't have the freedom to refuse a task they they're given.
    If people wish to form relationships in Dual Universe where they work for other people to gain rewards, they will have the freedom to do so. But that isn't slavery.
     
    And... I'm done.
  19. Like
    Dygz_Briarthorn got a reaction from Bella_Astrum in PLEASE CLOSE THIS TOPIC,OR TELL ME   
    Well, I am someone. That's why I enrolled in COPS: for "teamwork, fun and the Alioth dream."
    I don't want pay. I don't need incentive beyond having fun, altruism and enjoying the beauty of the created constructs to grind resources for Builders I like.
    That's what friends are for.
  20. Like
    Dygz_Briarthorn reacted to Scruggs in PLEASE CLOSE THIS TOPIC,OR TELL ME   
    Yes in real life you can't really escape wage slavery easily, but that's one of many, many reasons for playing a game. In Game, unless the entire planet is claimed there will be places to go to make your own way. I don't absolutely have to rely on anyone else for anything, sure it may be faster as a team, but it would need to be a mutually beneficial team. At least for those of us that start playing in the beginning.
     
    People that start playing later may end up working for shit pay on the starting planet, until they find a way off to another planet.
  21. Like
    Dygz_Briarthorn got a reaction from Scruggs in PLEASE CLOSE THIS TOPIC,OR TELL ME   
    Wage slavery is possible when you aren't born naturally owning your own land. And you need permission from a government to hunt your own food.
    What circumstances do you foresee in DU that can lead to wage-slavery?
     
    I suppose if I'm in space on a multi-crew ship, I could suddenly find myself trapped on the ship without permissions to access food.
    So, ostensibly, the owner of the ship would try to force me into "slave" labor... but, what else would I be doing on the ship? Sleeping?
    If I'm sent down to a planet to harvest, I would probably be able to live off the land away from the slavers.
    Worst case scenario, I kill myself and respawn at an Arkship - away from the slavers.
    And hang out with friends who aren't slavers.
    I don't see how it's possible to enforce wage-slavery in Dual Universe.
  22. Like
    Dygz_Briarthorn reacted to Scruggs in PLEASE CLOSE THIS TOPIC,OR TELL ME   
    If this would be implemented, I would take whatever penalty there was for suicide to not be a slave. If I couldn't attempt to kill my captor then I would suicide. Being a slave in a game would be about as fun as bolting my sack to concrete. I don't play games that aren't fun; for very long anyway.
     
    I'm good with the illusion of choice. I'll mine, just pay me. Shit.
  23. Like
    Dygz_Briarthorn got a reaction from Vulpin in COPS - Coalition Of Pirates & Smugglers   
    I think of myself as Chaotic Good in real life - with the example given in D&D being Robin Hood.
    One of the key elements of Chaotic is having an aversion to rules/order/law. One of the key elements of Good is high regard for life.
    I typically avoid joining groups that list rules.
     
    I joined COPS because I know Kiklix from Landmark, I've always admired his spaceship designs and I'm looking forward to funneling resources his way to help him create some cool ships in DU.
    I'm thrilled to see so many people I know from Landmark here in the forums and glad several of them are joining or allying with COPS.
    (The only person from the Landmark forums I don't consider a friend is Thrasy).
     
    Labels aside, I'm pleasantly surprised to see our values aligned...
    Freedom fighter, lone wolf, play by own rules...
    I expect to subvert the economy by handing out a bunch of free stuff (my experience is that players are generally greedy when it comes to setting prices)
    Traveling on a multi-crew ship with the members we have seems like it will be a lot of fun. 
  24. Like
    Dygz_Briarthorn got a reaction from Scruggs in PLEASE CLOSE THIS TOPIC,OR TELL ME   
    The concepts of "slavery" in this thread are interesting but seem to be extremely broad.
     
    I am not a voxelmancer, so I don't expect to do much building of constructs.
    I expect to do quite a bit of harvesting and crafting - in addition to exploring.
    I'm a hippie/commie/socialist at heart... so my hope is to share my surplus with others for free or barter for trade.
     
    In Landmark, many of us had treasure chests on our claims filled with extra resources and gear for newbies to pick up for free.
    Also, many of us handed surplus resources over to Builders simply to help them build cool-looking stuff.
     
    In a game with Arkships and safe zones and a free personal TU, I don't think you can make players into true slaves.
    I think it will be easy to find players willing to provide you with free labor - if you're friendly and also willing to lend them a hand when they ask for help.
    Should also be interesting to see how relationships develop on multi-crew ships.
  25. Like
    Dygz_Briarthorn reacted to Anaximander in Suggestion Please do not use a EVE lock on weapon system   
    @Thoger


    The combat as far as they have described it, is going to be tab-targeting with cone of fire. And by what I gathered from everyhing I read, they intend for the ship to move WASD style, possibly Q & R for roll, A & D for yaw.


    Concerning ground combat, the fact that gravity is a factor in the game engine, makes the high ground an even greater advantage (for obvious reasons). Plus, player-built cities. I mean, nuff said. Urban warfare taken to the ultimate extreme. Possible high-rises, apartment buildings and so on. And since the game is first-person, I can see ground combat possibly being dealt with TERA Online's lock-on, which treats your "attack speed" as your "casting speed" and your animation is the time to lock. Or they could go the first-person movement prediction combat, who knows. 


    Plus, I have the impression that people will catch up to the fact that ACTUAL space combat is not Star Wars broadsiding combat, but literal starship-jousting. I can see people scripting their ships on timers to pivot their battleship's reinforced bowl to meet the brand of an attack. You know, shit in space flies fast. You need to pre-plan an attack to the last second before contact is made for some brief moments (the way Nyaltar explained it on the Answers thread), cause you won't be dogfighting a battleship, it's not the open seas and starships are not sailing on wind. Jet-fighters will probably have the benefit of being so agile, that lock-on will be difficult, due to their speed, so it makes jet-fighter dogfights viable for that class of ship, possibly going up to a Destroyer-class starship.


    In such context, a Lock-On system for ships is functional. It makes sense you need to rely on lock-on for your weaponry. It's FutureSpace and shit. 



    P.S. : Funny how Star Citizen's "realism" dictates that frigging battlecruisers in space dog-fight each other. Because you know, people mastered FTL, but advanced lock-on mechanics? Pfffft, ain't nobody got time for that.


     
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