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Serula

Alpha Team Vanguard
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Everything posted by Serula

  1. Seems like an overpowered utility that should be done with constructs. You should carefully plan your actions when you venture out. One of the risks would be to lose your ship/plane where you then need to solve the new situation you find yourself in. Like calling for help from friends to maybe pick you up. It also seems like you would have too great of an advantage trying to escape or dodge enemies. Plan ahead weigh the risks of whatever you want to do and have a plan B ready.
  2. Underground navigation is a skill players should train themselves and maybe organize as an organization. You can be very creative in finding a strategy for this. Depending on what method you choose to execute when mining you will be more or less effective as another organization. Taking away the problem of navigating underground with some feature removes this gameplay element which in my opinion is an important part of the game. Especially in the long run your mining efficiency will start to matter.
  3. I don't think this is a good idea because you're going to make available to one person what would normally be done by many. Scanning should be a teamwork effort that needs some organization. Depending on how well this is organized the organization will do better or worse than others which is a highly influential gameplay element in my opinion. I think you should always be aware that making some gamplay elements easier, because maybe you dont like doing those, may not necessarily be a good change for the flow of the game in the long term. Maybe some planets or entire area's of a planet will not be inhabited because everyone can see there is nothing lucrative there. Plus the first one to play will steal away the best spots from day one rather than having to look and getting the thrill of finding that motherload. Obviously starting players will always have an advantage but they might still miss something that a future well organized organization can take advantage of where they might otherwize stay the underdog.
  4. I would prefer to be in a small org that consists of friends. People we trust and have different connections with. Such an organization won't fall apart because the sticky glue that holds us together is not build from the success of the org. And because of that we will learn each others strengths in DU and reorganize to grow and become more stable. For me gaming in general and in this case DU is not about winning but about how to deal with and then overcomming those problems. So my advise would be: start bonding before the flood comes
  5. The holes will definitely be a big annoyance. Some holes maybe be filled by players but I expect many holes to remain. I also think it will take a very long time, years probably, to even strip mine one planet let alone a universe. So this is not even on the table right now. I do think that in a very short time the area around the ark will be mined so heavily that it will be hard to find anything for starting players. I expect them to have trouble figuring out how the scanner works and thinking that maybe they are doing something wrong because they won't see any resources pop up on the scanner. I guess time will tell though.
  6. The solution to this seems to be quite simple. Let's say I build a ship that is totally legit, no trackers or any nasty stuff. I sell it on the market to some other person. Now go back one step and realize that I'm the original designer and creator of this ship. I own the rights to mass produce and distribute this ship and its blueprints. I could enable reselling of this ship by the buyer in it's original state. If the ship has been tampered with the rights of the buyer to resell the ship will be revoked. If I sell a blueprint of the ship to a buyer that can lets say make 5 copies of the ship. The same rules of reselling still apply to the ships produced with this blueprint. Any blueprints made of the ship or the tampered version of the ship will not be sellable on the market unless I allow that. But any profits gained from this will go to my pocket for the percentage of voxels that were originally created by me. But that's another story It's basically a patent system.
  7. So if there are 30.000 players the landscape of Alioth will be covered in rescue capsules with teleporters to the ark ship? That sounds like a highly undesireable situation. Plus I believe NQ wants to refrain from using teleportation devices. I think the simplest solution right now, and not nesessarily the best, would be to use mechanics that are already in place. Regenerate resources around the ark ship. But only in territories that cannot be claimed and thus cannot be build on so regeneration can be done without compromising someones build. The problem here is the size of the area needed to support all new players vs the travel distance needed to claim territory and potential exploits with the resource generation by larger corporations with big transportships.
  8. Hi Huschhusch, This could solve the problem for starting players to have to span large distances to get to resources. But this also introduces new problems. One of the most obvious is the distance to the market to sell the mined resources. Another is that the community will have a difficult time finding them should they choose to help starting players. No I do think new players should start in the same place so they can potentially get better support from the community.
  9. This all builds to the assumption that everyone will want to be in a corporation and will actually receive the needed support from that corporation or the community in order to get started. Two of my solutions were actually build on this assumption if you read the original post. So it's unfair to say that I didn't take the building of communities into account. I just don't think it's wise to hope that some potential problem will fix itself.
  10. Having gamers camp the site doesn't have to be a problem. It seems to me there should be several requirements for such an area. 1. It should be a save area that is directly connected to a save area with a market so the newbies can't be lynched on their way to the market. (Though I believe at some point markets will disappear and only be player run, correct?) 2. Resources should spawn in fast enough for all players to be able to mine. So again, the resources should have a very low value. Just enough to be practical for new players. 3. It should not in any way be lucrative for veteran players in large corporations. So what would probably help with this is if the mined resource cannot be stored in containers but only in your inventory. 4. It should proabably be one specific resource only found at the vulcano for this specific scenario. 5. It should quickly prove to be more lucrative to mine actual resources in the ground. I do feel like this is not a complete solution yet though.
  11. Yes I know they are not really solutions they are more like brain farts Anyway here is another. What if near the ark there would be a vulcano that spans one or several hexes and cannot be claimed by anyone or build upon. The vulcano will keep generating more cheap resources over time.
  12. Over time the starting planet Alioth wil have fewer and fewer resources available due to mining. And even before that happens it will become progressivly harder to find anything left in the ground. It seems like an undesireable scenario for the starting player. Even early on this may become problematic if the starting player needs to travel far away without transport just to be able to make money. I don't know if this has been mentioned before or how real this scenario is but what would be the best solution for this? 1. Some basic resource regeneration of cheap resources only. 2. Players "probably" will provide free services and or resources? 3. Relocation of the ark ship. 4. A free starter ship that can go into space. 5. Organisations will probably line up near the ark to welcome new players into their ranks and get them started. Some solutions are obviously not solutions but rather assumptions of player behavior. I would love to hear your thoughts on this.
  13. discordauth:rWLlBV8JhKVnjXI4Q7rIDhapK7U1a3GuzIeDF32VFf0=

  14. That is another way of doing it. Though it would still require people to physically travel there to do it. But I like the idea of having all those constructs in the same place like a showroom.
  15. Hello NQ staff, As a former Landmark player I see the need for a feature very similar to what was used in that game. To more easily view constructs of other people. Over time and especially when the NDA is lifted I can see the need/desire for players to show off their build and for other players to browse and view all the cool things that people made. I can already see this now as players are flying by and getting out of their ship to take a closer look at a house or ship someone made. Over time more and more builds will be far away and the location of many of those will be unknown to you. Even on Alioth builds are wide spread and without their location you will just need to be lucky to find some really cool player build construct. Though in DU we will always be confined to the location of our character for gameplay purposes. So there needs to be a way for players to view constructs of other people without breaking the gameplay. I came up with the idea of a spectator mode. First players who have a construct they like to show off, needs to be marked or tagged in some way by the owner to opt it in for display in a gallery. Other players can then open the gallery and either travel to the location of that construct as a spectator or open a "construct viewer" where they can then view the construct without element interaction rights. That right should need to be activated by the creator. You may already have some sort of "consturct viewer" planned for the time when players will be able to sell their construct and buyers would like to view the product, just as a reminder that there may be overlap there. Your physical body should remain in the same place while you are viewing the construct so there is no exploit in escaping combat in some way. It might even be interesting to charge a small fee of ingame currency for viewing a construct. That might give players more incentive to build better and good looking things. Another thing to consider is that when players view a construct at the build site it should probably not be possible to view it's location/coordinates unless the creator gave those permissions. Anything that's near the build site that the spectator can see, like constructs of other people, might interfere with the intended gameplay and I don't know enough about that to give my opinion on that. In short I hope there will be a feature that allows players to more easily view the constructs of others and maybe even rate them.
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