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Holylifton

Alpha Tester
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  1. Like
    Holylifton got a reaction from CptCabalsky in PVP   
    One crucial element people are forgetting is orgs and alliances. NQ has emphasised the notion that this game will be very difficult for someone to solo so most players will belong to and org and possibly an alliance of orgs. In that case, the guy mining will probably be mining for the benefit of his org/alliance who need resources to build ships, bases, gates, etc.

    So more often than not, when you attack a player, you will be attacking an org. That's where things get complicated. Are your orgs friendly in which case you broke a treaty and caused a headache for the leadership. If you're orgs aren't aligned one way or another or hostile to each other, you could trigger a war. Additionally, you could end up with a bounty on your head. Not a fun thing if the person paying for the bounty puts out multiple consecutive bounties. Trust me. You don't want 100s of players killing you over and over and over again.
  2. Like
    Holylifton reacted to Daphne Jones in PVP   
    Been there done that and I didn't even do anything to deserve it and your right... you don't want that.
     
    (I was crew on a ship whose owner foolishly decided to let pirates use it when we weren't using it. I was  never crewing when they were using it.)
  3. Like
    Holylifton reacted to Geo in Stargate Technology   
    It should be expensive to activate a gate and more expensive to keep it open for a longer duration.
  4. Like
    Holylifton got a reaction from Daphne Jones in PVP   
    One crucial element people are forgetting is orgs and alliances. NQ has emphasised the notion that this game will be very difficult for someone to solo so most players will belong to and org and possibly an alliance of orgs. In that case, the guy mining will probably be mining for the benefit of his org/alliance who need resources to build ships, bases, gates, etc.

    So more often than not, when you attack a player, you will be attacking an org. That's where things get complicated. Are your orgs friendly in which case you broke a treaty and caused a headache for the leadership. If you're orgs aren't aligned one way or another or hostile to each other, you could trigger a war. Additionally, you could end up with a bounty on your head. Not a fun thing if the person paying for the bounty puts out multiple consecutive bounties. Trust me. You don't want 100s of players killing you over and over and over again.
  5. Like
    Holylifton reacted to Daphne Jones in PVP   
    Why is Daphne planning to train her org for combat? Doesn't that make it a combat org?
     
    No.
     
    It's your fault actually. You're planning to hunt down my very expensive ship and destroy it. In some cases it's not because you want to steal my cargo but just because you want to hurt me. I wish I were being paranoid, but the debacle with my recruiting thread proves that I am not.
     
    I wonder why all the PVP combatants exhort the non-combatants to hire protection and then when we do, they accuse us of hypocrisy? I think it may be that many would be PVP combatants are really just bullies. Yes, I do think most of you are just bullies. That's just an opinion. I think a lot of unkind things about people who have grown up under the current propaganda machines that pass for government these days. I even think humans in general are a blight on the world and should be eliminated. But none of that enters into this discussion. None of it is intended to insult you. It's just what I think.
     
    My org will hire combat specialists - both gunners for the ship and "marines" to control any passengers that get out of hand and/or project force outside the ship if/when needed. I don't plan to need the latter, but I can imagine scenarios in which it would happen.
     
    In A3 which will be have limited combat (That fact is public, right?), we will be training in a ship that flies like our actual ship but is cheaper to replace and limited to flying where combat will be allowed in A3. By Beta, I expect to have our actual ship armed and a crew ready to kick your butt if you want to mess with us.
     
    I may also hire escort fighters, but I don't plan to train them. They will be hired from an org that has trained them for the task.
     
    I hope that clarifies my position for any of you who actually care and weren't just trolling in my recruiting thread. If you have further confusion, you may ask here. I will try to read and respond to legitimate questions even if you're already on my mute list.
     
  6. Like
    Holylifton reacted to Vyz Ejstu in Stargate Technology   
    "Interesting options you brought up there. I can't speak for the developers, but in my opinion, fixed destination stargates are the thing.
     
    For one, let's look at how stargates are deployed. Destination A is where probe number one launches from. Destination B is where probe number one becomes the light of the tunnel. To justify 'dialling' stargates,
    probe number one needs to be able to do the job of the hypothetical probe number two. That means making probes re-usable.i.e Probe number one serves as an anchor, tunnel point one, tunnel point two, tunnel point three, et cetera. You network stargates by finding some way to connect them, or 'grouping' them. For example, Stargates A, B, C and D belong to Group Alpha; Stargates E, F, G, and H belong to Group Beta. Then you have the obvious problem of setting the connecting link(s) for Group Alpha and Group Beta. Mix size restrictions in there and possible logistics of network topology and you've got your work cut out for you. In 'dialling's' defence, I don't know anyone that prefers 'point-to-point' topology (direct access - or fixed in your case here) to mesh (dialling Stargates or a case in which every Stargate is connected to another) network topology. Obviously, allowing any Stargate to dial another is something that makes Stargates more at home in Star Trek and Doctor Who as magical teleportation devices but in this case, good ol' ale is better than the synthetic protein shakes they serve these days. In other words, 'fixed point' is a tried and proven design. Make it hybrid because we'll be playing in a civilisation 500 years into the future, and you have a Stargate that has a fixed end and two or three points. 
     
    You know where it leads, you know where it ends. Dialling Stargates makes it easier for our dear small scale newbie hauliers and truckers, but if I can pass through a zillion territories without changing bus, why not just make one big country instead? 'Fixed point' does three things for us:
    It provides the necessity for a well thought out logistics system. Case in point: your road network. It isn't just strips of tarmac intersecting at weird points; some people sat down to analyze traffic behaviour at different times of the day and built the roads according to those needs. You can build a dozen streets and only two are being used and you can bet on it: they'll be clogged. Without 'Fixed point', every Tom, Dick Jack and Harry would set up a Stargate linking everywhere and nowhere at once. Seeing lights zip everywhere through space is beautiful until you realise that those could be your foes with their new 'omni-location' Stargates bearing down on your territory from a thousand points. Not good. It makes Hauling the more important. This might not be your thing, but there are players who find a certain fetish pleasure in sitting down after a hard day's work and staring at the beauty of a digital Universe while hauling hundreds of dollars worth of goods for hours at a time. They love it, God knows why, and who am I to judge? There are certain days I'd rather pay someone to stare at a screen for 120 minutes and jumping for joy every one or two minutes at getting through another gate without 'Gate Campers' holding up traffic. Put in a dialling Stargate and you leave them without their pleasure. Why pay someone to jump just one gate? Might as well bring a few friends if I'm so worried about my cargo. It brings in the suspense of 'content creators'. That's another word for 'Gate Campers' or Pirates. You've got to love guys that sit like 'Chameleon stones' with the equivalent of fifty howitzers as the fore cannon ready to do the '21 Gun Salute' for you and your buddies. Bring your Own Shades: big explosions make big lights. In other words, 'Fixed Stargates' are easier to develop for Alpha and Beta, much more fun and much more necessary for the immersion the devs have been gunning for. That's just my opinion on it, I'm more than ready to see someone's differing perspective.
     
     
    If you're wondering, yes: the Aether is still offering it's TRANCE Stargate Network and logistics services to any org that's interested (21 organisations have 'formally' signed up so far). 
     
    Cheers.
     
    "
  7. Like
    Holylifton reacted to Vorengard in Stargate Technology   
    To quote Nyzaltar's response to a similar question in the AMA from way back in July of 2016"
     
     
    Who knows if this is still the plan for how stargates will work, but this was what they were thinking previously. It's also important to note that JC has said on multiple occasions that stargates are not something players will be able to build until years after launch.
     
    I'm as excited for them as the next guy, but let's not get ahead of ourselves here
  8. Like
    Holylifton reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    Here's some fan-art I made recently of an amazing Ship by SoCalExile that I've named "Paradise". Novaquark published it recently on their Social Media. Here is the original in Hi-Res on Gladiators cafe YouTube 🤗:
     
     
    Sincerely,
    Geo
    https://www.studio-g.live
  9. Like
    Holylifton reacted to Lethys in I'm thinking about buying a pack. But I have questions first.   
    there are lots of EVE players here
    All we can say here: watch the videos about their server tech demo and the latest AMA (podcast). Everything else is NDA.
    CPU with AVX is the most important stuff you need and a good internet connection helps too ofc
     
    As in EVE - new orgs can ofc make it, even when founded later. The focus in DU is heavily on teamwork so an org is always a good idea
     
     
    your money, your choice. Won't give you any advice here. Just keep in mind that you can build everything
  10. Like
    Holylifton reacted to Caesares in Realistic incentives for City building   
    I believe cities will pop up around trading hubs. Trading hubs need markets. Markets need stations and gas stations. Gas stations need transport and goods from far away. Transport needs more stations and infrastructure which need construction. Construction needs construction companies which then need more materials, which then bring traders to the area which then make houses and bases, and so the city begins to grow and grow in such a way similar to western cities. Additionally all these facilities would need maintenance, security, and transport infrastructure for just walking, which on it's own would help spur business, and perhaps even power as you mentioned. Mining should not be too easy on a large scale, or else it will make it to easy and flood the market, but it should not be turned into a difficult thing to do either. The cities that are made around just around resources are always temporary. Jita, in EvE, became a trade hub because it used to be full of asteroids. Now you can hardly see a single one, but because all the players went there to sell and buy goods and now there are factories there it remains an important area. 
     
    What ends up happening is that if a city is built near resources and is able to build other infrastructure, say services, factories, and trading houses, it will be able to then simply use these massive facilities to work imported goods, which will then support the trading houses and because of all the volume people will go there, which increases volume which generally increases the amount of people going to that trade hub, etc. I think that factories and other such added value processes should be expensive investments, not mobile operations, as this will force centers of commerce to form and cause cities to grow more easily. 
     
    That's just my personal opinion, I am open to any other ideas. 
  11. Like
    Holylifton reacted to CalenLoki in Realistic incentives for City building   
    Back to the economic reasons to build cities. Someone mentioned large factories/power plants as being more effective. That won't change much - people will just build as big as they need/can afford.
     
    It would work much better if factories for anything higher tier than "very basic" were only available in XXXXL size, producing only one type of component, and requiring each other in close proximity. Their production output should easily fulfil needs of hundreds of players. But their upkeep cost (whenever they are being used or not) makes them economical if you use them constantly.
     
    There is also all the simple artificial stuff - kind of "aura" that work only in certain proximity, and has constant high upkeep cost, no matter how many people use it. They work great in games that try to encourage city building (i.e. Anno series).
    Stuff like "laboratory" that you need x amount nearby to unlock certain tech level. 
     
    Another incentive for independent players to gather and build stuff in one place could be de-centralised trading system: Instead of single "trading hub" that handles whole stock market, I'd rather see a lot of smaller, private shops co-existing next to each other.
    How to? Make the trading system super simple: Owner of the shop is owner of all the goods in there. He's also the only one who can create passive offers ("want to buy", "want to sell"), and everyone else can only accept those offers (which is always less profitable). That create need to build a lot of shops of various sizes, with individual landing pads, storage buildings, item dispensers, ect.
    Of course Trade Information Unit gathers the info from all shops all and display them as "stock market", so finding the best offer is not a chore. But you need to physically go to specific shop and buy the stuff in person.
    It also clears the problems with "What happen when my resources are in shop that get looted? Do I get refund from shop owner?" or "Someone flooded my storage with tons of dirt".
  12. Like
    Holylifton reacted to MookMcMook in Realistic incentives for City building   
    It might be that cities and population density should be a function of population size and paying customers. IE Large Orgs end up creating these things for their large memberships out of "blood and fire" (or space equivalent). So maybe it will come after. I kinda assumed it would come first, but it really depends on the game systems and how much agency of player combat and how intense competition is.
     
    I do agree, creativity seems high ceiling in this game as you describe above but maybe a product of war as opposed to an alternative?
    Yeah I think you hit the same idea as me: Cities being a product of org success as a consequence and suitably well organized and defended and functionally useful to the industrial-war-complex of the org itself and it's continual power projection?
     
    I do hope to see my Gothic Cathedral with JC Bach's Toccata and Fugue in D Minor though!
  13. Like
    Holylifton reacted to Hades in PvP System   
    No.  Just stop.  Please.
     
    NQ has spoken for player freedom.  I back that choice.
     
    In the "high sec" in DU, it will be impossible to grief... since combat will be impossible.  I imagine damage to constructs will not be possible within the safezones.  I doubt collisions will be possible even outside of the safezones, as I believe NQ stated collisions may be too resource intensive to implement.
     
    Also, NQ literally stated that they will open up new areas for players.
  14. Like
    Holylifton reacted to NQ-Nomad in [Pre-Alpha Event] Build the first City!   
    Hi guys, 
     
    The weekend test that occurred on Saturday, April 7th, showed that the community is creative!  Not that we had any doubts, if you take a look the recent Outpost Contest too as an example.
     
    It was a lot of fun and, as expected, it was a little bit hectic 
    That was kind of the point, though, beyond just giving a simple goal to the Pre-Alpha testers. We were curious to see players' behavior, of course, but also to perform a technical test too. 
     
    That ended up stressing this "old" r0.8 version of the game beyond reasonable and it's currently hard to continue building in good conditions in the dedicated zone. We have around 412 constructs as of posting this message and some customized Lua scripted ones are responsible for lowering performances for many players. 
     

     
    This "old" version of the game is of course not as optimized as it would be ideal, the game is still in Pre-Alpha and that's to be expected at this development stage. 
     
    As the next Pre-Alpha test will happen tomorrow April 12th, and -let's be honest- performances are not going to get any better with even more constructs being added, we have to cancel the event. 
    In consequence, we kindly ask our Pre-Alpha testers to avoid pos{0,2,-37.2769,175.8497,0.0000} and the surrounding tiles for a better gaming experience
     
    If the Pre-Alpha testers had any issue to reconnect to the game and an impossibility to use the Force Respawn feature, they'll have to contact our Support staff and we'll teleport players elsewhere to make sure they can play. 
     
    In any case: data collected are of a tremendous help and we already planned the necessary improvements for the future versions of the game. Some of them should be available in the next r0.10 build and we're working hard to make sure that things will be running correctly (at least at 30 FPS) for the Alpha 1. 
     
    Talking about the next r0.10 version of the game, make sure to read this article on our website if you missed it! It contains elements that you might be interested in. 
     
    We're amazed by what the community already does in the Pre-Alpha and the help it provides to Novaquark to improve and refine everything along the road. Thank you very much for your patience, understanding, and commitment! 
     
    Cheers, 
    The Novaquark Team
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