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Kiklix

Alpha Team Vanguard
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Posts posted by Kiklix

  1. Welcome Rdav! I will definitely be hitting you up in game. I design and craft pretty extensively detailed ships in other voxel games and do my best with their "scripting" systems, but it's mostly graphical interfacing so its easy to use. I have no knoweldge of actual scripting but I know I will run into things I need made. It would be nice to pair up in game eventually to brainstorm design ideas with what could be achieved with scripting.

     

    I have a ship in another game that has faux drones for it's offense but they are static, can not move. There is no voxel movement in that game. I would love to recreate this in Dual with the drones being active and useable. :D

  2. This is almost the exact feeling I have towards the likes of Dayz ect. I just don't see the point in wandering around gathering when theres nothing to build/do with the things you have other than basic survivaly things.

     

    No Mans Sky shot itself in the foot straight away with the way it's handled the multiplayer side of things.. Or the way it hasn't handled it. No Multiplayer just turned me from excited to bored in an instant.

     

    nora,

     

    I have not been keeping up with no mans sky. So, you are saying they do not have an online multiplayer option? Ya, that is a huge turn off and would take me from "possible playing" to "not gonna waste my time".

  3. I like the way you are thinking about things here. I'm not sure how rouge planets work, but i'm sure it could be difficult to find again unless you know where it is :)

     

    Well in interstellar travel, every ship would need a star map. The planets coordinates would just have to be manually entered and really only approachable (unless dumb luck) by ships with those coordinates.

  4. I personally have never known a mac to run well in MMO's (not compared to same cost PC's) so it's tough to say. We don't know what system requirements will be yet, but a voxel mmo should need some considerable resources.

  5. I personally prefer the subscription model for a number of reasons, with a mild in game cash shop. I think World of Warcraft's model is perfect. Sub for playing, cash shop for superficial items that have zero impact on game play.

     

    • People who pay a monthly sub have intent on playing the game, usually in a positive way. Sub models to some degree, help to weed out trolls that F2P bring in droves.

     

    • Budgeting. A sub model can be more easily tracked by the game company which should help with forecasting which should help with projecting development cost. A steady cash flow is always easier to made decisions with than random cash flow. Trust me, as a contractor I live with this daily.

     

    • Subscriptions are simple. People know what the are getting with a subscription. You pay x amount and you get access to the servers with the full game. SWTOR is a BAD example of subscriptions....its not simple because its also free to play (well wow does this now to level 20, but it still easier to understand to a new player). In swtor you get many things unlocked by a sub vs free to play but its not completely transparent which leads to confusion. Their cash shop is mostly superficial, but the issue is they rely too much on the cash shop for revenue. It's almost as if they care more about selling things in the cash shop than making fun content. One this happens the player base feels soured and it's received negatively.

     

    • Subscriptions also help to budget the gamers money. F2P and cash shops often cost more than a simple sub. I was spending 60 to a 100 bucks a month in Guild Wars 2 in the cash shop, the issue is that once I realized I was spending a lot of money, I stopped playing as it was the only option to curb me of spending it. I never had this issue in wow. I spent my 15 a month for close to 10 years and played happily, Guild wars 2 lasted 3 months.

     

    • Buyers remorse. A LOT of people will impulse buy stuff in cash shops to help improve their game play. Now, understand I like cash shops, I like being able to buy cosmetic items, but it ends there. Any kind of power up is a huge turn off. Anyway onto buyers remorse. The issue with cash shops is people not being able to control what they spend can affect their position on playing the game. People who feel 'empty' inside due to spending a ton of cash that they might need for something else in real life can cause them to stop playing the game. This is what happened to me in Guild Wars 2 and I have seen others do the same thing.

     

    To summarize. I personally prefer a subscription because people understand that MMO's have additional cost with servers and continued development. Subs are easy to understand, they feel honest (some times cash shops feel like a rip off) and people know up front what they are getting into. Other models that have the potential for buyers remorse can leave one feeling ill, and that can cause them  to not play.

     

    I guess I prefer the steady and predictable route.

  6. Oh you have a very similar vision to me, my friend especially in terms of getting lost. And this should scale with available tech too. Like at the start of the game, build a quick and dirty land vehicle and travel for hours to a remote jungle on the other side of the planet. Build a little base in a perfectly secluded hidden spot, complete with well camouflaged colours.

     

     

    Scale with Tech....YES!

     

    It makes no sense to me that a fighter could sustain a 3 hour warp, but a serenity/millennium falcon type ship should. If really great distances will exist, then I think larger capital ships should only be able to go that far.

     

    One thing I have noticed in games is that whenever the travel is sped up and it takes less time to get anywhere, the immersion drops, the fun drops..it becomes all to easy.

  7. I like it how you went from one topic to a completely different topic all in the same post.

     

    Your ideas on the openness of FTL and warp I agree with. I too would like to be able to just fly in a direction and lose track of everything and everyone if I plan to build or live in peace.

     

    Boss fight idea appeals to me, but would that not restrict solo people from attacking larger ships completely ?..

     

     

    It's still the same topic, but with a greater explanation for the understanding of my reasoning which means I have to go in depth. To just say I want XYZ without giving the reason for XYZ does not help understand the foundation of the topic in the discussion.

     

    The entire game will become a web of different system that interact together (like any game), its impossible to discuss one aspect without some mention of systems that are affected. All too often I see people suggesting an idea without fully understanding how that idea would affect the game overall (not necessarily on these forums, but in general).

  8. Hello fellow members.

     

    Starship designer here. I have spent the majority of my time over the past two years building spaceships in another voxel game (sadly the builds in that game can not move, so mechanical objects are for looks only). I am looking very fowards to building ships in Dual and seeing them fly. I have done some stuff in space engineers and although it's a fun, the single shard concept of Dual will bring a whole new feeling to a space/sci fi building game. The voxels in Dual being smaller and flexible with Dual Contouring should allow for us to make some really cool looking stuff!

     

    I have been a part of these forums for...well I think since the day they launched. Lots of good people around here.

     

    See you on the forums and someday, see you in game!

     

    -Kiklix

     

     

  9. I persoanlly prefer a FTL/Warp drive scenario with fictional speeds that are unrealistic in real life, but I would also like the option of warping for 3 hours to some distant galaxy that the rest of you will never vist because you do not want to sit at the PC for 3 hours of warp.

     

    I love the concept of no mans sky as far as the size of the universe. What I dislike is the liklihood of you never running into someone else. I think Dual should meet this idea in the middle. Allow for fast "local" systems travel, but with also the ability to reach a distant galaxy.

     

    I say this because I am not sure how the pvp balance will eventually work out. In space engineers its difficult to build a medium or large sized ship unless you are playing with a small group of friends. I do not want my work constantly attacked by players (I know there will be safe zones, but still).

     

    I have played mostly PVP games in my online gaming life, so it's not a matter of pvp, but more a matter of wanting to create some really cool and fun stuff for the game but have it taken away by a griefer. There has to be a balance.....soooo

     

    That being said. I would prefer to build far far away from everyone on some distant planet, even then I will make an underground base and even then it will have locks on the doors and plenty of defense systems. This is also a great way for empires to start forming and riches saved. Attacking a small ship will be fun, but sieging a city with an army will be even more fun....but there has to be some way to regain your stuff. I am just not sure how permanently lost items/resources will be.

     

    I would prefer slower combat, combat where it takes a raid a good amount of time to break through a larger ship (unless focus fired by a giant army). Think of it as a boss fight vs getting a 1 shot head kill in an FPS.

     

    Basically, there needs to be away to appeal to casuals or pacifists and a way to appeal to hard core at the same time. My solution is to get the hell away from everyone.

  10. The only fear I have about coding is that it would allow a small segment of players to dominate gameplay. I mean how much of the general public can code, let alone code well?!

     

    True, but we also do not know how the economy will work. They may be able to sell their systems in the same way a good designer could sell smart and aesthetically pleasing ship designs. I imagine there might be some team ups with designers and coders. Not all designers can code and not all coders can design. Secondly, we are not sure how deep the GUI will be in what it allows.

  11. I just want FTL and space travel to work in such a way that I am able to travel for a very long amount of time (in game) to reach far far away planets. For example. I would like to fly a ship for 3-5 hours real life time at top speed and find a planet in some far distant system to inhabit. I think its limited now, but I hope that is something we can do in the future.

  12. All I know is that I would like to see a system that does not punish the creativef designer. What I mean is I would like to make a ship look like the way I want it to (within reason) and not be punished by the voxels in an extreme way, of course if voxels take damage than this idea is kind of out the window...let me explain it another way.

     

    I don't want to see chairs on engines or 4 engines tied to 4 guns and a chair etc.

     

    I think a more elaborate system would force designs to be realistic, meaning if each component needs a working chain of components to function as a whole,  then we would see cooler designs and cooler ships like the ones they showed in the pictures.

     

    I know its early, but I would also like to see "fluff" elements like furniture, kitchen elements, beds etc. Ideally I would like to see these have function, as in you need to eat, sleep etc.

     

    I think the hardest balance is going to be allowing people to make stuff of their dreams and be able to maintain that in a pvp enviroment. I'd hate to see large projects go bust because of griefers...and we all know the likelihood of griefers is strong.

     

    Anyway. As much as I want to fight in a ship etc, I really want to explore and make a home that resides in the stars. Space Engineers ships are cool, but too...sterile, dont feel lived in. I want to be able to make the ship have some "lived in" personality. I know if these kinds of things were to be implemented it would be later on.

     

    I guess essenitally what I am saying, is that I would like to see Role Play elements, not for hard core role playing, but just to give the universe that much more personality. IMO it's that personallity that creates a deep immersion and makes one want to keep coming back.

  13. Will space flight be realistic? Or will it be more dramatic like star wars or most other space games. Meaning, will space flight use fore, aft, starboard, portside thrusters for movement, or will ships fly like in an atmosphere? (like dog fighting WWII, Star Wars etc).

     

    I can see the appeal to make it realistic, but I find the dramatic action movement as if in an atmosphere to be more engaging.

     

    I am sure this has been asked before, but not sure where the thread is at, if it exists.

  14. Hi, I am Q and I am just looking for a universe to inhabit. SWG was my passion even though I was basically a noob the whole time. Fell into the The Repop trap and now am very wary of early access. Met Dual Universe personally at Gamescom in Cologne a couple of years back and have been following ever since. Would really like to see this world be something so I can finally have my universe!

    very cool! Welcome aboard.

  15. Hi Kiklix,

     

    Sorry for the late reply.

    Yes, this is something the team has already considered.

    Right now, for development time constraint reasons, you place voxels by using a first person cross hair, pretty much because, by default, the game will be in First Person view. We understand having Third Person view and being able to use the mouse pointer to build voxel constructions are far more user-friendly on a building aspect. We want to implement that in game, but it's very unlikely we will have that in the Alpha version of the game.

     

    I will keep the community informed on the subject as things evolve on this matter.

     

    Best regards,

    Nyzaltar

     

     

    Just an update. You know I have been playing minecraft lately, so I have been building in first person. I think I almost prefer it vs the 3rd person view of landmark. The third person view has its perks, but I also love being forced into first person in MC and being able to navigate small builds. It's amazing how much larger a build gets when you are in first person.

     

    Anyhow, I do not feel that first person building is going to stifle my creativity like I originally felt it might. I am actually excited about seeing builds from 1st person view...they simply take on a much grander scale. :D

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