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Miamato

Alpha Tester
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Posts posted by Miamato

  1. 23 hours ago, Aaron Cain said:

    Very true, but still. If its there why not?  Not saying i would do it but there is no reason to block the options, if people really want to fly 3 years in the black vacuum of space and want to waste their cash, they should be free to do so :)

    Agree. What if I just want to collect 'enough' resources and go far away where no one can find me and just continuously build some space station, playing some kind of 'Last man survival'. 

     

    Most likely FTL drives would be a little bit faster than light :D or just for sake of gameplay solar systems will be a little bit closer to each other.

  2. 13 hours ago, Belispeak said:

    It will turn into a game of attrition for the attackers, which will be deadly if you focus on short term profits. If it is a longterm game you are playing blockading will be more costly than the rewards gained from blockading a city. Blockading will be a bad business decision. 

    Totally agree with it. I've taken part in one big blockage in EvE. It was one week of 24/7 keeping enemy captured and trying not to let them escape. Not the funniest experience :)

    So most likely raiding caravans and salvaging enemy bases will be more profitable and time efficient.

  3. On 6/9/2019 at 1:06 AM, Belispeak said:

    Even if you cannot profit from it you can sell fuel much cheaper and make your profit on another, non contested item. In general, people will adapt or die.

    I doubt it will be possible to make a blockade that no one can pass through. It's not EVE where you can almost instantly warp to any point of system. So for true blockade you'll need a lot ships to cover all ways to approach a base. Also 24/7 camping is not that funny if no real strategic is involved. 

  4. 21 hours ago, duckimus said:

    At any point in the chain from mining to getting it to your city a person can slow down or cut off the supply entirely and cause the prices for rocket fuel to go way up.

    This is a good reason for other fuel suppliers to feed the market, as they can earn more here now. 

    21 hours ago, duckimus said:

    So now I start doing my business where rocket fuel is cheaper. However me being at the other market place makes spending my money on other products there more economically viable too. This could kill your city.

    Or you can start doing fuel business on your own and decrease actual fuel price for your self as well as sell some fuel on market with high prices ;)

     

     

  5. 13 hours ago, Dereknor said:

    But the way it happened is why I think that a refund is very reasonable, specially for the early supporters. 

    It depends whether supporter wants to play right now or the main goal of early pledge was to get some 'special and bonus' stuff on release. There is plenty of time till release, I believe more than a year. So it may be enough time to upgrade PC just because for most people DU is not the only game to play and games become more and more demanding. 

  6. 13 minutes ago, Belispeak said:

    I think it will be very difficult to plan a city, people will naturally build close to marketplaces for convenience and cities will just grow naturally over time, a decentralised approach is needed.

    Agree that big trading hubs will be in some safe zone, and people will build around it.

    Though when some big alliances appear and get enough workers/resources - they will build own empires on some borders with their own market. As always EVE example: in main trade hub there are always ~2k people around, each neighbor system has many player owned structures that allow you to trade, build, invent and do almost everything. But at the same time in null-security big alliances have much bigger infrastructure, they mine much more ore and build much more ships. And most of that things stay in alliance. For example for me there is little sense in leaving alliance territory for any kind of personal trading - if I cannot buy smth. on our territory it's much cheaper to order some courier for guys, who specialize on it than spend hours on hauling it on my own. Everything I produce - I can sell more expensive than in 'safe' trade hubs, just because other people won't waste a lot of time for deliveries and it's easier to pay a bit more. 

     

    In other words - decentralization will exist anyway, but access to deep-space hubs will be limited for owner friends. 

  7. 15 hours ago, Lachenlaud said:

    The other things you'll need to worry about with a non FTL (faster than light) voyage are things like Fuel and Navigational Accuracy.  Simply pointing your ship in a given directly won't be very effective  - we don't know if there will be things like gravitational anomalies that might throw you off course, and of course, carrying enough supplies on such an extended voyage could prove to be problematic.  

    Though if you won't be able to get into point you've marked on map - all this voyages don't make sense, as you may be not able to return to your base. I'm talking about some 'bookmarks' or exact coordinates, you definitely should be able to travel at least to a reasonable range. 

    I doubt there would be any complex anomalies at release point and probably first few expansions, as from NQ words release would be limited to a single solar system and only in few month deeper space regions will be added once server online and FTL travel demand grows. 

    Regarding fuel - it's interesting thing, if the physics is correct in game, being out of magnetic field of large bodies you just need to reach some speed and then engines may be used only for maneuvering or additional acceleration. However I doubt a little bit it will work in such manner :( 

  8. On 6/1/2019 at 9:46 PM, Kelmoir said:

    Which all reduces the number of potential customers for an officially win10 only title. I don't have numbers, but Huawei isn't exactly small. 

    As I know it's a bit simpler. They prohibited to include Windows OS for their out-of-the box builds. In other words you won't be able to buy new laptop with Windows pre-installed, but you can buy and install it on your own.

  9. 14 hours ago, Belispeak said:

    I was thinking of a system where the courier has to put up a payment as collateral to cover the value of the item if not delivered, although this would just paint a target on the couriers back as pirates would know the exact value of cargo.

    Not exactly. In EVE similar courier system exists, and people who make expensive courier contracts usually accept contract from one character and deliver them with another, then switch cargo back to first one and complete delivery. That is a simple way to hide a route and delivery from direct tracking. 

    Also this may lead to some kind of delivery corporations where there would be some managers, that take contracts and couriers that perform actual delivery. 

     

    On 5/30/2019 at 11:46 AM, Dhara said:

    Also,  I never got into EVE so if ya'll think that's how it will be, can someone tell me more about how it worked? 

    It's pretty simple. In EVE courier contacts can be limited to anyone, some particular character, your own ally or corporation (not sure about external ones). Then you just select drop off location, time for contract to expire and time for contract to be delivered after it's accepted, payment for the work and collateral . When contract is created the payment is deducted from your wallet, once contract is accepted by courier - collateral is deducted from his account. If for some reasons contract is not delivered to target station in time - you get collateral and payment is returned to your wallet. Otherwise - you get your items and courier has collateral returned to his wallet. 

  10. 13 hours ago, Haunty said:

    It's supposedly the first Continuous single shard, or "seamless" without any plot devices like stargates or jumps to go between different zones.

    I believe there may be some stargates built by players, NQ didn't deny such thing, but it will be also possible to move without them. Though it's not yet clear how distant worlds would be implemented. Because as I remember initially world will be limited to one solar system. Then when 'technologies advance' people will be able to build FTL drives. Though I didn't find information whether it's possible to stop in middle of nowhere between two solar systems where no one can find you. 

    12 hours ago, nzwoodturner said:

    the galaxy is theoretically infinite.

    From what I saw in dev blogs it will be extending under NQ control. So I believe it won't be possible to endlessly fly deep into space and find new and new objects.

  11. From my point of view it would be nice to be able to build without a core from only basic materials, though such buildings should have no ownership. So anyone else is able to destroy them or build on top without any penalties. But I don't like the idea of extending buildings with core outside their size limits and this adds another way to exploit such mechanic in pvp - you build enormous layers of armor that is not directly counted as part of your structure.

     

    But maybe it's much better just to have some kind of 'ground flattening tool' for making roads or landing fields. 

     

  12. It's nice idea, and I believe it was raised few times already. But most likely it won't happen in terms of merging grids and moving control from slave-grid to master one.

    Though I think nothing is stopping you from building additional modules, rooms, etc. on top of existing base within core size limitation. 

    Also from videos shown recently it's clear that it will be possible to dock a ship inside another ship. That's why at least problem with carrying cargo can be easily solved by having 'cargo' as some floating platform that can just get inside your freighter. 

     

    The only thing that's unclear now - whether it's possible to build mega-structures. Though space bases from NQ videos were really huge, so I doubt there would be issues with size limitation. 

  13. Killboard is a great thing. But it's a bit hard to imagine how to create one for DU, because most of the vehicles would be more or less unique, they don't have standard fit slots, etc. Building a report, that provides all the info about killed structure/vehicle is also not the best decision, as it's hard to implement and may reveal some secrects about inner structure. A simple list of "who killed who" doesn't make much sense also.

    On 4/2/2019 at 1:05 PM, Aaron Cain said:

    add a glorification Kill board and the answer is No.

    Estimated survive-ability of the game when this happens: 0%

    Glorification of pvp would always be present despite KB existence - youtube, twitch, reddit and other popular services would be full of videos and threads about "how cool it was to kill someone". KB just provide a metric comparison for kills. 

  14. 17 hours ago, Reioss said:

    DU is not a game that requires only a good graphics card, it will not improve in the future in my opinion. It's a universe in voxel, it means a huge demand for CPUs and more, playing in streaming with STADIA, you open the doors to a huge vastness of players that can access the game without a performing PC.

    I believe it's a bit risky to rely on game streaming service that was just announced, as currently similar services don't seem to be really popular. Anyway it's better to finish a solid client for one platform first and polish it, only then extend to third party services or less perspective platforms. 

  15. 22 hours ago, SimonVolcanov said:

    So, I haven't really participated in any but the very first few Alpha sessions, so I'm not sure about the current state of development. But I think, in theory, you could build a tube, put a hovercraft in it with smaller engines all around to keep equal distance to all walls and then just slap massive engines on the back and front. The small engines keep you from getting caught on corners, the large engines propel you through the tunnel. Just need to build everthing smooth.

    I believe it will be possible just to make some kind of programmed autopilot to keep hover vehicle moving straight. 

    Anyway it's a totally different idea and just a workaround. 

     

    Rejecting this kind of constructs makes me sad because there would be no 'multi grid' vehicles. So they should always come at one piece. 

  16. I believe the only useful feature may be some sort of translator, that can be configured to send you details about form and size of landing zones. It can be placed by the owner of a construct and can work like parking guide for trading hubs. But I'm against mandatory standardization.

     

  17. Existence of non-destructible structure means one more mechanic to abuse. Because someone can build a military structure within a circle of civil ones. As a result the 'area of contact' with military structure may be pretty small therefore easy to defend. 

     

    But probably there may be some kind of 'wonder of the world' contest once per month or few - where players select one most interesting/beautiful building and make it a public nature reserve - non destructible, but ownership is transferred to some non player based neutral corporation to avoid abuse. 

    Even without it - that's enough to have safe zones on some moons where you can just bring/buy resources and build fancy stuff. 

  18. 5 hours ago, NQ-Nomad said:

    Hi guys, 

     

    On March, 6th, we organized a special stress-test with thousands of simulated players. Our objective was to showcase our unique server technology and test it under live conditions! Dozens of human Alpha players were invited and participated as well, as witnesses of the event. You can discover the details on the news here

     

    Don't hesitate to comment below!

     

    Cheers,

    The Novaquark Team

    Just a simple question - during the simulation, did you just spawn 30k avatars with random movement trajectories or did you simulate 30k externally connected clients with network load simulation and server-client synchronization check? 

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