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Kiklix

Alpha Team Vanguard
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Posts posted by Kiklix

  1. I think we should hand over the Novark territory to the Cinderfall Syndicate

     

    The job would be best suited for COPS.

     

    For 2-3 Years the majority of COPS have played together in Landmark. We are accustomed to the vetting process for player submitted items and the community has shown amazing resilience against voxel phallus. The community as a whole has been extremely mature in their creations, the one exception has been Frigo Porco (not picking on him, just facts) with his XXX builds and soft soft porn magazines.

     

    When the people have a choice, they choose the right choice, they choose COPS!

    :P

  2. ​Cops has been disbanded. Sorry for wasting your time. This was a lone decision by Kiklix and does not reflect the other legate lady astrum nor the members.

     

     

    ​The following are the answers to why COPS has been disbanded.

     

    Drama:  Certain populous organizations and their legate have been concocting rumors about COPS. Legates from other some what populous organizations have made assumptions about COPS and presented these as facts. In every case these people are wrong and only serve to create drama. There is no reason for all the hate I have received and COPS has received. I am done 'playing' with a community full of children.

     

    ​EDIT: Removed this section due to clarification by Novaquark.

    ​​I would like to thank everyone who made the decision to join cops. I am sorry it could not pan out. I wish you all well, I wish Novaquark the best.

     

    COPS%20RUST%20Coalition%20less%20saturat

     

     

     

    COPS - Coalition Of Pirates & Smugglers.
     
    The arkships landed. We woke anew, scared, unsure. Groups formed, factions aligned. Power corrupted. For all the efforts to save our species, the millennia we traveled, we reverted almost instantly back to that old human nature. Not even extinction could change our habits, our instinct.
     
    We have all been there. Watching and witnessing the mega-corporations metastasize and feed off the livelihood of the less fortunate. Class warfare, poverty, slavery...being forced to work by some clown sitting at the top of his ivory tower barking commands. I’ve had enough of it, most likely so have you. It’s time to break from those chains and live a free life. It ain’t easy, ain’t too much glory, but it’s honest (for the most part) and fair.  We are a coalition, a collaboration,  a consortium, a conspiracy, a communion,  a clan, a crew, a club, a confederation, a confederacy collecting cohorts connected, conjoined, combining efforts to be a free people, free from tyranny, terror and totalitarianism.
     
     
     
    WHAT IT'S LIKE:
     
    Ever want to pilot the Millenium Falcon?
    Ever dream to have a crew who works together like Firefly?
    You want to be that solo guy who searches for bounties like Boba Fett and his Slave I?
     
    This is how we dream to play and we intend to play this way. However Dual may require efforts from a  larger group. If this is true, we just want to have a system in place so that people can come together to fullfill their visions. We want solo play, but under the safety net of a larger organization.
     
     
    WHAT WE ARE NOT:
     
    We are NOT GRIFERS. COPS are pirates, smugglers, outcasts, ninjas, mercenaries in the ROLE play sense, NOT in the griefing sense.
     

    THE BREAKDOWN:
     
    • Enrollment: Some will get invited, some will inquire. If you want to be part of a free alliance just ask.
    • Primary language: English and gibberish.
    • Timezone: Only mega corps keep up with time.
    • Goal:  Solo or co-op gameplay within a larger group. We all like to do our own thing, but somtimes you need to be part of something larger or you will get left behind.
     

    COPS is an organization created and designed to bring together like minded people who prefer to play solo without constraints of typical guild requirements (be here on X day, at Y time to raid Z...ya its tiresome).  We realize people have limited time to play and that real life takes place first. That being said, Dual Universe looks like this might be a game where cooperation and collaberation are keys to success. If we find this to be true, there might be more expected collaborative gamplay required. We don’t want to force anything on anyone, but just ask people to step up if it is required to do so.  In the end it’s not about making a large guild rich, its about making sure your needs are met, our mutal needs are met. We endevor to create an enviroment where co-op game play is actually fun and rewarding.
     
     
    SO WHAT'S IN IT FOR YOU?
     
    • Security: Safety in numbers.
    • Community: A network of people to work together with if so desired.
    • Freedom: Free to play your way but with the undertanding that freedom requires effort and work. There will be times we need to work together, its the only way to keep an alliance strong.
    • A Trade network. Not sure how Dual is going to work with trade, but within a group there will be communication lines. We will be able to trade with each other and help keep our alliance strong.
    • Veteran ship builders: We have members who have crafted some of the finest voxel ships to ever exist.  Our fleet will impress, this I can promise.
    • Veteran home builders: We have members who have crafted some of the finest voxel sci-fi mega structures to exist. Our home world wont look like a cut rate hostel.
    • PVP: Lets face it, even if you only care for PVE, PVP might and will happen at some point. If you intend to fly in a ship, once you are out of the ark safe zone, pvp will happen. We intend to create smart ship designs that will help to ensure pvp victories, but you will need to know how to fly it.
    • PVE: We know some people have no interest in PVP. Hopefully we can get a civilization started with trade, harvesters, crafters etc. It’s good to have folks who specialize in these categories.
    • Exploring: It’s at the heart of Dual Universe, of course we will explore!
    • If i can be done in Dual, we intend on experiencing that content in one way or another.
     

    GOVERNMENT:
     
    Don’t really intend on having some massive over inflated group of power hungry people running the show. I have no interest in that, however there does need to be a head or some form. Castles have kings, homes have breadwinners. Even a pack of wolves looks to their Alpha. I intend on holding the main key of power or have it distributed among a very close group of friends. Those who know me know I fight tooth and nail for the little guy, for honesty and integrity. I have no intent on telling you how to play or what to do...but internal conflicts will occur and those will need to be resolved. We want everyone to be happy and to play together...its the best recipe for success. 
     
     

    If COPS sounds like a style of gamplay that you find appealing, speak to Kiklix or LadyAstrum.
     
  3. Welcome Eruend!

     

    I totally TOTALLY get the heistation or cautions approach to games these days. So many companies have burned customers it should be against the law (in other industries it is). Even AAA studios are taking advantage of their loyal customers with subersive tactics and lawyer speak to get them out of deliveirng what was sold.

     

    Those who know me know I am as skeptical as skeptical gets, but within reason.

     

    Novaquark and their team are not only comprised of some industry greats, but seriously talented people. They have been extremely transparent with the community and make attempts at every corner to build trust.

     

    I love this post from J.C. Baillie https://devblog.dualthegame.com/2015/04/24/dual-universe-financing/ .

    ​And actually, while I am on the topic of that dev post, read all of the dev posts, heck spend a few hours going over the main web page. Lots of cool stuff to see and read. The backstory by Alain Damasio is pretty cool http://www.dualthegame.com/backstory

    Welcome aboard!

  4. On the first point: Oh god no. I want to play a game, not watch a movie.

     

    Second: Perhaps the devs will decide to differentiate bases from ships to do that. But if they don't then players will also be able to put concrete in their ships. Albeit they would be very slow, but some players would try it.

     

     

    If you have never had a full day siege in PVP, you don't know what you are missing out on.  Some of the best fights were those long ones. Sure as hell beats fast matches that go by so fast that the only commentary after the match is "yo bro, did you see how fast he went down?" "ya, man..I was like ?!?!?!@#!@#?"

     

    Well. I think if they implement weight to voxel material types there is no way concrete would work. So much mass would not be able to fly a ship, maybe in space sure...but they would never be able to enter atmosphere. So, problem solved. Concrete is cheap and easy to make. It would not make sense that the most amazing material in game could be used on ships. if  that was the case, everyone would use cheap old concrete like we have since the Roman Empire. I mean, nuclear bombs can't even take out fortified concrete structures.

  5. Slowing things down might work, but then I worry about being too long. For two very well defended forces, what's to prevent a battle lasting hours or even days? It would get pretty boring. For a grounded base, running away from a fight isn't an option. Will players be forced to remain on-site as a battle goes on? Several concurrent battles could be going on... That would be too slow of a pace of battles.

     

     

     

     

     

    Well, I think hour long battles would be fun. I used to head into Alterac Valley battles that lasted 3 days. People would leave, go to dinner, come back, same fight going. Leave again, go to bed, go to work, get off work, play wow and enter the same fight. Those were the best battles imo.

     

    As far as the bases. I dunna, give bases a permanent buff through a design change. Being planted on solid ground with concrete buildings has to count for something. Spaceships have the ability to run, that is their strength. Bases do not so make them more fortified. They can't run, that is their strength.

     

    I would argue that spaceship on base sieging should be the hardest fight in the game. I am not talking about a tiny camp, but a city or a large city like fortress.

     

    But all of this is pointless talk. We don't know how they intend to balance the game and it's not my business to tell them how. But what I do know is people and if you disenfranchise the PVE crowd or have no intent on catering to them, then don't expect a huge return on your investment. PVE simply sells more than PVP, and let me be clear I am and always have been a PVP person first. I did PVE to supplement my PVP habits so I am by no means a PVE apologist.

  6. You do have a point.

     

    My worry is that if two forces meet in combat, where both are equally equipped, one will have a decisive victory simply because it was called "defender" instead of "attacker."

     

    Bases and ships aren't going to be differentiated. Everything made is just a construct, so how should one be labeled "defender" or "attacker." Instead of labels, what form should this balance take, and how would you balance it?

     

    Well it goes both ways. If the 'defender' goes on the offensive, the attacker now defending would get the same benefits of the defense. I don't think arbitrarily buffing the defenders makes sense, just that defense is stronger to start with. I would argue that stronger defenses that slow up the speed of combat a bit, allowing for strategic maneuvers etc would be better game play than zerging in and blowing stuff up...which is mostly what we see in a lot of MMO's.

  7. True, but this doesn't only apply to PVP balance, it applies to other aspects of the game too. The economy comes to mind. A large organization could manipulate the economy, even ruin it. Suppose you even had a PVE organization which ruined the blueprints economy by selling good ships at a super competitive price. This would be an equally negative situation too.

     

    My point is that this isn't about PVE vs PVP, it's about ruining the game experience. A sufficiently motivated organization would do whatever it took to achieve its goals, letting nothing, not even defense-favored combat mechanics, stand in its way. I agree that the combat mechanics should not be poorly designed to allow this, but at the same time, it's not the only cause of the would-be problem. Equal scrutiny should be given to all conceivable player and organization interactions to prevent a completely hostile environment.

     

    Another solution would be to buff smaller groups or debuff larger groups in some way. Perhaps through "taxes" which would evaporate. I don't know. Suggestions for this?

     

     

     

    I would agree with you except that the argument of 'running the economy' seems thin at best. I have never seen a large game economy taken over by one organization. I tried it myself at one time. I had a bank alt guild named "Savings and Trust" and I had about 40 members in my bank alt guild. All bank alts, we attempted to run the economy but it was just not possible. There was always someone out there to sell items for less than we could. At the point that items were being sold for the vendor value it only ruined us. It was a win for the buyers.

     

    The economy is a lot different than PVP vs PVE. Even if an economy was thrashed by a guild, most games you can just go out and farm materials yourself. The auction houses are more about saving time than anything.

     

    But groups of pvpers who like to pray on pvers has been a HUGE problem in every mmo ever made, so it's not really apples to apples.

  8. While I am a huge fan of open pvp, that doesn't mean I want what the OP is describing. The way I see it, the game must guarantee that when you go to sleep your stuff will still be there the next day and that destroying something typically takes more effort than building it. The game basically needs to be balanced in favor of the defender.

     

    I'd give you a like, but ran out of likes for the day. I'll make sure I do it tomorrow.

  9. Exactly this. Between the design protection mechanisms and the "military and geopolitical" factors, this ought to be sufficient for protecting intellectual property. As far as resources go, I think that the proper ratio of time spent collecting resources to the time spent genuinely creating something should be fairly low, perhaps 1:10 or 1:20 or whatever fits. High enough that losing said resources would be a set-back, but low enough that having to re-collect the resources wouldn't induce rage quitting.

     

    In this way, both the design (the blueprint/snapshot) and the resources can be properly balanced. Although, it seemed to me that from the dev blogs that this was intended.

     

    But this does not factor in harassment that often happens from large organizations or griefers.

     

    ​People are like water, they take the path of least resistance. Once someone realizes another person/guild/organization is a push over, that small group of people will continually be harassed by the larger one. It's been a staple of MMOPVP and MMOPVP failure for 20 years.

     

    ​If an environment is completely hostile to the PVE group the game will not take off and will become niche.

  10. Saying you don't care what anyone says is not a good way to have a conversation. Having said that, all of your concerns are valid ones. It's just that most are not completely relevant because they are already being addressed separately.

     

    PvE'ers being constantly attacked is not something anyone wants to see. What we do want see is a balance between risk and reward and co-dependency between PvEers and PvPers. All kinds of players should be banding to gather to create a territory which has both military and geopolitical safety factors. Safe, not invulnerable. Venturing into untamed wilderness for may hold greater riches but will be riskier. This is the kind of vision for their game that NQ have spoken about on many occasions.

     

    Your concern about losing designs that take endless hours to create and refine is also valid, but again, not relevant to this conversation. NQ plan to ensure that this kind of intellectual or creative property cannot be lost. They have talked about construct snapshots, blueprints and a virtual building simulator. Losing a building is not add big a problem losing the design for the building, especially when a blueprint coupled with time and resources in some kind of automated manufacturing unit can rebuild it for you. You lose time, money, status, but you don't lose your designs.

     

    Finally, what you say about one giant organisation essentially winning the game is a valid concern that I have too, though I don't see how it is relevant to this conversation. A game that is richly filled with a variety of organisations of all sizes and that no one organisation ever "wins" is what I would like to see. In fact I think this is the single most important factor that NQ should be aware of when making gameplay decisions.

     

    My opening statement about "not caring what anyone says" was in regards to what I immediately said right after. I was not making an opinion I was stating a cold hard undeniable fact, hence why I could care less what anyone says. Facts > opinions. As far as my concerns, yes they are being addressed but none of this is in a vacuum because each system plays off the other making my concerns completely relevant to the discussion at hand.

     

    ​I understand the risk and reward aspect, but there is no reward for PVE'ers who have to deal with PVP. PVPers dealing with PVE is the very nature of any game design, but when PVE'ers are forced to dealing with PVP, it no longer becomes PVE and instead becomes PVP. I am PVPer first and formost and always have been, but I completely understand the plight of the person who does not wish to deal with other players in regards to combat. Should PVP be reliant on the PVE aspects of the game, absolutely. Should the PVE'ers be reliant on PVPers to protect them, absolutely not....because when you do, as I have already stated it stops becoming PVE and turns in to PVP which makes calling anything PVE a blatant lie. Now should PVE'ers be reliant on PVP'ers to bring them resources...possibly but this is a slippery slope.

     

    I am not concerned about losing designs I know what Novaquark has talked about and I personally hope for an instanced building area for builders but that has not been set in stone hence my concern. But outside of that I am concerned about people being able to get things built and placed into the game. If this process is constantly hindered by griefers or PVP 'bros', those people will stop playing the game and take their money with them. All the blueprints and stuff in the world is not going to stop someone from leaving if they can not achieve their goal. If we get the ability to build inside of an instance, then problem is close to being solved...but again this is not set in stone.

     

    As far as organizations...I should not have to point out that the larger the outfit, the more likely they have people online to grief someone if they intend to making life hell for that other person. Large organizations have been notorious in every single MMO that has ever been made for griefing smaller parties or bullying smaller outfits to join theirs. This very nature increases  the likelihood of the OP's original commentary, hence making it extremely valid to this discussion.

     

     

     

     

     

     

  11. Building with voxel doesn't take months. Neither LUA scripting. We'll start slowly mostly just because we'll need to train skills.

     

     

    Have you built with small voxels before? I have and I am sorry, but you are completely incorrect if you think builds do not take months. I have seen buildings that were the size of the Spaceship in Prometheus take about 3 months.

     

    ​I have built in space engineers and in minecraft and two years of building in Landmark . Duals voxels will be closer to landmarks building, which takes far far longer than space enginerers or minecraft due to the smoothing aspect (rounding) and what can be done with the vertices of the voxels (I know technically the voxel is the vertex, but for sake of argument most people refer to the voxel as the cube they see).

     

    ​Space engineers I can get a ship done in no time. Minecraft I can get an entire house done in a couple days. Landmark a similar house or spaceship takes months. Its because of the fidelity. Even the coolest space engineers ships look dull compared to "meh" spaceships in landmark. In minecraft they all look lame.

     

    ​I think you are heavilyt discounting the fidelity smaller voxels allow for in a build and the associated time it takes to implement this stuff.

     

     

    ​This took me about 2 months.lmx-1.png

     

     

     

     

  12. SWTOR has the rakghoul outbreak every other month or so and its actually kind of fun.

     

    The disease will kill you and when you die you infect others around you, but it is easily remedied by purchasing a stim that cleanses it and give you immunity for a duration.

     

    ​In this example, I like diseases. In the wow example, not so much.

  13. I don't care who is aruging what and what has been said by anyone. The bottom line is that if players feel that they are wasting their time enough to change servers or quit the game due to 'griefing' EVEN if it's mildly defined,  the design team has not done their job correctly.

     

    If Dual turns out to be one giant organization against the rest, and those people intend on griefing other players...it will cause people to leave. I have seen this in every game and in some cases to the detriment of the game and in worse cases to the detriment of the company.

     

    The best scenario for mixing PVP and PVE that I have come across is the PVE servers in wow with instanced battlegrounds. I know this means nothing for Dual due to the single shard nature of the game, but if PVE'ers are constantly attacked (BTW, PVE'ers are where the money is made) then they will quit the game and go elsewhere and take their wallets with them.

     

    ​I am not sure how well versed you people are in how long it takes to make a large ship out of small voxels, but I am and I can tell you as an absolute if I spent 4-5 months working on something that some griefer comes by and blows up in 15 seconds with their merry band of griefers, I am gone and so is my guild and so are our wallets.

     

    ​If checks and balances are not implemented, and griefing PVP'ers are allowed to wreak havoc, the game will be dead before it begins.

  14. Eve also has a smallish population of about 350,000 and seems to cater to a specific demographic. Dual has a wider appeal if for no other reason people are allowed to design and build their own creations.

     

    I would have to imagine Novaquark would like to see as large of a population as they can get as this means $$$$$ which is the first reason to make a game for any company. Regardless, Nyzaltar has already stated that they have no intent on allowing planets to be destroyed.

  15. Being able to destroy a planet might be fun for that organization who like to grief people for no other reason than to watch them suffer, but I imagine the work and effort performed by players on a planets worthy of being destroyed would far outweight the needs of the organization who wants to blow up planets. Meaning if you piss off enough people they will quit the game and take their wallets with them. It makes no sense from a business standpoint to give that much power to a player over other players.

  16. Welcome to Dual Universe! :D

    ​I hope this game takes the industry by storm as well. Piloting a spaceship that we design has been a dream for many of us for years now, outside of all the other stuff Dual is going to offer players.

    I especially love the art for the game. Such amazing and beautiful stuff being made by Novaquark. :D

  17. Agreed, there's likely going to be a way to delete organizations coming, or at least they will manually remove them as it's not like that was an expected issue. 

     

    Ohh totally. I am not sure why it's going goofy though. It's a work in progress, so I guess some bugs are to be expected. But for the most part, outside of lacking some features that we all discussed with Nyzaltar (all the features you guys beat me to the punch to...lol), everything they have runs pretty smooth up front, feels polished.

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