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Sunrider44

Alpha Team Vanguard
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Everything posted by Sunrider44

  1. Raise your shields as soon as you hear the prox alert cry ... And have a Gunpowder tea. @Saulretav: thx for the link. To me, EVE is basically a corrupted economy of war: it's a Nash equilibrium. The gameplay aim to use free market as a weapon between corporations, which run the market as cartels willing to reach hegemony. But free market theorycally reject this. The Ideal goal of a free market is to find prosperity with "free" competition and fair prices. As the only economical activity inside the game is war, the ultimate goal of all industries is to build bigger warships and more powerful weapons...Finally it doesn't make any sense to me. Even if EVE hype is built around the sweet "bro in arms" hype, it's only the tiny piece of gold in a sad dirt hole. Every group trying to prove it has the best strategy and the smartest stat tool... Social behaviours on EVE medias are closer to legit bullying and iron fist mods than a friendly bro thing. Not my idea to spend good time. Anyway, I didn't get it during the time trial...So I don't care about EVE now. As far as I know, and fortunately, DU is not going on the same path. Until now, PLEX system is the only EVE almost-exclusive feature in DU (the link between PLEX and DAC systems was confirmed by NQ). It seems to me that various games are inspiring NQ devs (SE, Avorion, SS13, Minecraft, KSP, and many others). To me, exploring and building are the 2 most exciting aspects ^^... Wait and see...
  2. This poor guy should feel like alone xD.
  3. Well, your own answer prove you don't understand what you are talking about. Simply because "really", "fun", "unnecessary", "bore", "artificially" and "harder" are subjective materials. And this subjectivity naturally aim to build a balance of power and a social order. Through aggressive and defensive patterns, a collective belief is shaped without a real insight or link with the physical reality. This collective strategy creates a narcissistic vulnerability, which make the whole social system working as a periodic time bomb. When the bomb is about to explode and destroy the community, a scapegoat is automatically found to discharge all the violence and frustration accumulated. Basically, we could call that: to confuse have an arguing and have an argument. This confusion triggers a psychological defense pattern, giving the delusion to be right. So, to answer your irony, I would say that you haven't the insight or knowledge to even think what you are posting regarding this topic. As a lot of people on gaming forums, having unending or useless debates which, as a result, only restore some fading egos upon others. Fortunately, NQ doesn't seem to fall into this trap. They have an appropriate answer to the "grind" or "boring" activities, by increasing the gameplay complexity. In this way, NQ turns boring activites into valuable "job experience" which makes the whole game more interesting.
  4. Right, NQ spoke about an "inception" creative mod to create blueprints. I agree with that, It's important to have a zone where it's possible to build freely all the prototypes and run many kinds of test. Get the ability to create easily sophisticated blueprints take nothing to the need to organize all the making process: find the raw materials, set goals up, divide up tasks, etc. I suppose that "making things harder is better" is more an ideology than a fact. This kind of game with a complex economy have to be understood with the appropriate epistemological strategy. So then, the appropriate approach with interconnected people is the systems theory. A way of thinking such as "thing are better because this guy do the good thing" just doesn't make sense. It's a social approach based on social status, that is not a good way to describe huge economic or physical backgrounds. Why? because behaviours are subjective and people can, because of the complexity of the game, adapt the gameplay to their needs or beliefs. "Harder is better" is only one opinion among others (a huge mountain of opinions)...And the whole thing is expected to feed the game along an emergent process.
  5. lol! Funny buzz video...yes. Good? Maybe not sooo far...
  6. Nice to hear that raw videos and more visual effects are coming soon ! I've been impressed by lights, colors and depth of field effects of the early footages (with orbital station). By the way, I'm not sure to understand the NQ strategy with youtube attention span... If I remember how I heard about DU: The first time was on Youtube, in a kind of Top 10 space MMO to come: this video was far more longer than 4mn... Then, I went to kickstarter to get more information, but the trailer and the description reminded me Star Citizen. Moreover, I didn't get what could really make DU standing out from the crowd. So, I didn't pledge this time. I've only be convinced to pledge several weeks ago, when I learned more about the technical features of NQ exclusive One-shard technology. On the other hand, I'm not sure that DevDiaries videos are good promotional videos, because they are too precise and technical. I mean, people interested in watching DevDiaries are probably already interested in the game, or just hesitating to pledge. So, to my opinion, making 4mn length (or less) DevDiaries does not make sense, regarding the attention span. To me, good promotional videos could have social or emotional content at the begining to catch and focus the viewers attention. Next, they could introduce general or thrilling information about the core topic.
  7. Well, I had a look on the Landmark creations and I found them inspiring to get an idea of voxels possibilities. As far as I didn't know this game before a couple days...
  8. Ya don't know Starmade ? Do you know Avorion and Space Engineers? You can find them on steam. I like the ST like ship anyway ^^.
  9. It surely makes sense as a technical demo. I mean, a lot of early critics of DU were based on trailers. Trailers aim to catch attention by warming people, but they are filled with effects and subjectivity. The point is that it could bring people to get trapped in a feedback loop: players and dev fall into an addiction-like system, where each new hype loop push everybody to feel insecure. It finally brings emotional instability that manifests through periodic burst of violence, avoidance or inner motivation loss. I think that have both technical rushes and DevDiaries will allow people to self-balance between the hype and the rational approach. It could worth it with some warning of course.
  10. Any thoughts? I suggest to NQ to upload and link some rushes, that everybody could watch the trip . Nice looking new elements anyway...
  11. Welcome Onethousandstars! And as you got gold, rendez-vous in September for the Alpha.
  12. I don't know it? What is this website? Anyway, your trailer fit well and the voice sounds pro, even more than some NQ official ones. Will bring good vibes...
  13. Definitely looks like SW Venator Class. One of my favorites ship!
  14. Go freemium or getting a small free "reconnection abo time" are pretty different. Right now, a basic free access does't seem useful to me regarding a reconnection free time. Because the basic free access limits the opportunities to monetize and maybe threats our goods security, some people probably targeting player during this vulnerability time (depending on the limits featured). Nevertheless, I would like a kind of "holidays mode" than could allow me to custimize my sub consumption on a daily rate or something. I want to avoid to feel trapped in a "must use it" syndrome... Anyway, the subscription with the possibility to earn it ingame seems the most balanced to me. First as a player, because I think these subscriptions could be expensive depending on my income. I want to play when I have runned out of monney, and maybe I want to found the game when I have plenty (more probably sufficiently u_u). Plus, I understand that good MMO servers are expensive to keep operating. And I don't forget the NQ plans to apply free updates. And then, I know that freemiums tend to force the devs to create new packs or events to get more monney. And these kind of packs and events are often skins or make-up upgrades, whom the priority is to justify the players expenses. I prefere the devs aim quality and well thought designs. Secondly as a worker, I prefer to live in a less stressful world, where societies are not depending of a 3 or 2 month deadline. Because, everyone feels better with a predictable income, it drives the comunities to be better. I'm tired of this every day run for competition et consumption... This is more stricking in MMORPG, but there is quite the same trend everywhere. Finally, as a builder, I think that builders, roleplayers and crafters deserve to be rewarded for increasing the game value. Maybe some gameplay could be found to support and highlight creativity. I'm fed up with guys thinking they are better because they can or want pay more. Or just guys thinking that players creations are testing targets.
  15. What if the worst jokes would not be the failed ones, but the jokes pretending to be fun to look like cool? Yama getting romantic...Today is a strange day u_u
  16. I played Elders Scrolls III: Morrowind, it has a huge map and an interesting spelling/ crafting system... But it was so empty and boring...I played the story and then left it forever xD. The only off-story funny activity to me was exploring underground ruins and collecting cups, weapons or monney for my house in Balmorra .
  17. Hi, I'v found the article I was speaking about on Discord: https://devblog.dualthegame.com/2016/04/08/monetization-player-happiness-and-economic-viability/ NQ about the ability to play witout paying in a pay to play model: Pay to Play (P2P) This model has evolved through the last decade and yes, it has become possible to play a game for free with a P2P model in its latest form, where the subscription fee can be optional. This evolution have already been successfully implemented by major MMO games, in particular Eve Online (the PLEX system) and it’s the one we are interested in. How is this possible? In any MMO community, there are generally two player categories: those with a small/tight budget for games but a lot of free time and those who have a limited time to play games but a significant budget for them. Many activities in a MMO require a significant amount of in-game money. Acquiring a large sum of in-game money takes time. Players with a limited game time generally want to skip that step if they can. The system offers them to buy a token worth a monthly sub and trade it with another player for in-game money. Players with a low budget for games can play for free if they invest enough time in the game and gather a large amount of in-game money to buy a token from a player selling one. As there is also a free trial period, a player who is really active may gather enough in-game money before the end, and continue to play without having to spend a cent. Basically, this is the reward for contributing to the in-game Economy. Everybody wins. So what’s the conclusion? We have synthesized a bit all the things that were taken into account, but you have here all the main reasons why we are aiming toward a Pay to Play model. In a nutshell, here’s what we have planned: Free Trial period: between 2 and 4 weeks. Monthly subscription (optional with a PLEX-like system) Possible (cosmetic only) Cash Shop. If deployed, we will make it in order that every month, players who have paid a subscription will be able to get some cash shop items for free. Of course, we will remain open to discussion on this topic like any other: don’t hesitate to give us your feedback on the Social Media and/or on the forum!
  18. Build your organization from a cooperative idea sounds nice Shynras. Good luck!
  19. You FROG play with an amazing sense of organization, and a bit of Robin Hood style. Nice to watch!
  20. Hi, Nice to learn the meaning of your nick. Always interesting... I'm glad to see builders here, I think it's the most pleasant long-term activity. I did't play to minecraft, but I tried Creativerse and It was quite fun.
  21. Oui merci pour la réponse, ça a le mérite d'être clair.
  22. Oh mon dieu! JC Baillie fait une conférence au CNES. Il aurait aussi bien pu parler mandarin! Grand moment de solitude. C'est vrai que pour une grande partie de nos "vénérables" institutions, les jeux vidéo c'est quelque chose entre le "meuporg", GTA et Candy Crush. Vous comprenez, ce n'est pas sérieux, voir dangereux pour la santé . I asked myself why there are no french articles at all. I mean, maybe there is a world wide english audience, but why there is not even a kind of french sum? It's maybe the first time we have space sim in Europe. Is NQ waiting for the release? I don't know, but it does not make any sense. I have the feeling that JC wants to give a "serious" and a better reputation to video games. Is this a good strategy? I'm not sure. Is it a game? No it's a crusade...Oh man !
  23. lol Super Star Destroyers are a little step toward Death Star.
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