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Miamato

Alpha Tester
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Posts posted by Miamato

  1. The first question - is it really required? If someone remembers official information please remind me about warp speed inside solar system. So do you really need the gate if for example with some middle grade ship you can travel from one side of solar system to another side in 20-30 minutes? How often you are planning to cross the system? 

     

    Initial idea sounds like smth between Warp Gates on missions in EVE and Jump Bridges.

     

     

  2. 6 minutes ago, Zamarus said:

    No inbuilt system that punishes the player for playing like pirates, outlaws you name it is planned so far IIRC and i hope it wont 

    The only strict thing is such rule may prevent from having base in safe zone. From my point of view it's quite logical if player cannot rely much on safe zones if he decides to be a pirate.

    And I don't claim anything I've suggested is planned. Just treat it as my own vision

  3. 52 minutes ago, ShioriStein said:

    So suggest we should have heavier penalty  after been killed with people who got bounty surpass some point like : lost money, lost skill , penalty to some status like health, speed, ...

    So if someone rich decides to place bounty on you, then you get killed and lose skills? Pretty fair. Especially for solo players or if someone dislikes you pretty hard and places bounty on you non stop.

    2 hours ago, Zamarus said:

    c.) the penalties should also be a player driven factor, not a system 

    Penalties I've listed are not so strict and don't exclude any kind of community response.

     

    2 hours ago, Zamarus said:

    b.) Individual orgs and alliances should get to decide themselves how to treat what they consider to be "criminal acts"

    My point is that some basic, inbuilt system may exist, but at the same time orgs/alliances may extend the system by their own actions. The main difference is that SS system cannot be avoided but org/alliance response to your actions is a question to that orgs if they want to spend time on you.

     

  4. 16 hours ago, Zamarus said:

    Org standings will differ between orgs as i was trying to point out. There simply wont be an universal criteria for being a criminal that every org adheres to.

    Probably you have misunderstood my point. 

    Org standing and Security Status are not the same metrics and do not influence each other directly. Having a positive org standing doesn't mean players cannot attack each other, rather they most likely shouldn't, because it will influence org relations in general. Having negative org standing doesn't mean you can attack opponent with no penalty, but more that your corporations have tensions with each other.

    War declaration may mean that you can attack opponents without issues or SS drop. 

    Security status is more about personal player metrics that is defined by his interaction with other players:

    • If you are griefing - you lose SS.
    • Attacking players without declared war - lose SS, attacked player received time-limited kill right on you.
    • Stealing - lose SS.

    If SS is lower than some threshold:

    • Anyone can attack you and your stuff without losing SS
    • Your property in safe zones is arrested and cannot be used
    • Market interaction is partially blocked or more taxes are applied or you can use only black market

    SS can be gained by some routine repetitive quests, so you should think twice before break the law :)

  5. 1 hour ago, ShioriStein said:

    What if that player do something disrespect so we have to finish him ? OR he is harming someone so you kill him. If someone is griefing other so you have to kill them. What would be crime ?

     

    1 hour ago, Lethys said:

    lol, yeah. That'll not work as intended. GL defending your city from a raid and getting sec hits for it

    Griefing/harming your base may be considered as agression act against you, so attacker may get SS penalty in case he is not the owner of land, on which your base is deployed. Anyway it's just a suggestion, but probably too much EVE like.

    1 hour ago, Zamarus said:

    Well you'll notice that different orgs will consider different things crime and not. This will also differ in enforcement depending on who owns the territory you are on. Universal criterias for being a criminal won't be universal 

    In terms of different orgs relations - there should be org standings or smth like it.

  6. On 4/1/2018 at 1:32 PM, CalenLoki said:

    The problem is also with automation. If vein are large enough for strip mining to be effective, what prevents me from programming my ship to mine 24/7? There is no way to balance that with hand-mining, which require actual player input.

     

    Actually it depends on mechanics of mining machinery. Few month ago I suggested similar thing - to allow creation of mining platforms, that won't be a ship-like structures, but more like rails connected platforms that can only move where rails are physically present. So in its turn it means you can mine faster and larger area but you always need to build new rails when ore at some range is mined. 

    In other words for example some mining laser is added, it can operate only if attached to mining platform and has mining range of 20 meters (or any other 'balanced' range). Once all ore/soil is mined at that range, you need to build more rails to move your platform forward and continue mining again. So it won't be possible to create AFK miner, you should spend resources for 'advanced' mining in return you gain more efficiency. Also as your mining tool is part of a platform, which you need to move forward - you should mine not only useful ore, but also some useless stuff if it prevents platform from moving. 

  7. I believe automatic bounty hunting is pretty useless.

    More important is to have kind of Security Status system, that may work quite similar to what EVE has.

    For example if SS is to low in Safe Zones not possible to place TCU; use spawn nodes; limited use of buildings and stuff that player placed in safe zone before he became criminal. 

    Allow other players configure access to their stuff depending on SS; allow specifying SS level requirement for market orders - so if buyer/seller SS is lower than some threshold, he cannot interact with that market order, if player places order that criminals can interact with - he pays additional tax or is somehow marked as black market trader. 

     

    From my point of view it's better to create environment for social response for criminals rather than economic rewards.

  8. I imagine how nice it would be to close all players on board of such transport ship, move it to some distant hidden place and leave there waiting for most of them to commit suicide. Then just loot corpses and repeat :) 

    Even  better is to ask them to change spawn point to some custom spawn node, go to space. make that not inaccessible, destroy beds - every passenger is not a slave :)

     

  9. 1 hour ago, Evil_Porcupine said:

    Not for me, it just shows the price in euros and the transaction will just take whatever the exchange rate at the time gets from 180 euros

    just asked to check a friend - in USA it's 180$. With my bank if price is in euro it causes double conversion with high rate that causes ~20-25% more price if that were just $. So unfortunately not funny. 

  10. 50 minutes ago, Hades said:

    Did they say something about days in the comments?  Facebook seems to want me to have an account to view the comment stream 

    Actually they said to "wait few days" around 2 weeks ago (Feb 22). Nothing new since that time. 

  11. 14 hours ago, Warden said:

    Is it not one of the greatest contributions to game play versatility to be able to potentially speak to any player you suddenly encounter immediately? 

    From my point of view - no. I bet many of players will disable this feature as soon as there would be too much noise. 

    In other words I believe DU won't be just a space chatroulette and it's pretty annoying when you walk around some busy area and everyone tries to speak, and you are very lucky if cleaver people are around. 

    Anyway it's up to NQ to decide how beneficial such feature would be for their game. 

  12. I think ingame voice is not so useful feature. Having it integrated into the game means part of development team should spend much time on a feature, that does not contribute into gameplay versatility and can be easily covered by third party services. Especially if that cervices offer advanced setup and customization to chat channels access. 

    The second problem is that ingame voice means additional load for severs. So probably it's better to let developers work on gameplay improvements instead of features that can be easily moved outside of the game itself

  13. 7 minutes ago, CaptainTwerkmotor said:

    To be honest, EVE is not popular cause it's a point-and-click adventure in space

    Only from first glance. The same I can tell about any other game - on high level all games are just about pressing some buttons to see a different picture on monitor. 

    Eve and DU are at the same time totally different games, that have similar approaches to some gameplay aspects.

    Definitely both will be hardcore and have difficult learning curve. And this two factors are one of key factors to limit the public. The third one - less sexy elfs that fulfill fantasies. 

     

  14. On 12/4/2017 at 1:41 PM, Ravenhawkhero said:

    Yeah I get all that, its just that we are not all rich, especially me in Australia, the currency conversion hurts, its about 20 dollars a month.

    In my country average salary is ~200-250$ per month. 

    That means half of citizens cannot afford anything like this subscription. But as mentioned before - DACs (PLEX) system is best option for them. 

    If you enjoy the game - you will spend enough time to purchase subscription with game currency. If you are good at some game aspect or at least communication with other players - they may find you useful and may pay for you to stay in the team.

    I'm playing EVE since May 2009 and I disagree with anyone who thinks such kind of games may be 'purchase once and play'. If developers have not enough money to sustain severs and team - game won't exist.

    The second issue with DU as well as EVE - they won't ever become so popular as some titty-elf-rpgs, as they are complex enough to push away casual players. That is why developer company won't get insane money from initial sales.

  15. 3 hours ago, Shadow said:

    From last interviews, current NQ vision is "one gun = one player". They won't be "automatable".

    Probably things changed. Or it may depend on ship/weapon size, because it makes no sense if small ship with 2-3 turrets needs a crew to operate it - pilot, 2-3 gunners, ammo loaders, exotic dancers and a personal gardener :) 

  16. 2 hours ago, Nebenfigur said:

    In Lua, you can only use functions implemented by the developer. So you can only open/close doors, etc.. You wouldn't be able to use an attack function.

    I believe you will to some extend. It seems that in one of dev blogs it was mentioned - you can write lua script for turrets but it won't be so efficient as live people.

  17. 5 minutes ago, Croomar said:

    Something that JC has reacted quite positively to when the topic was brought up during the GDC meetup. He said that if there's interest in the field, they'd seriously consider it. 

    Actually a lot of people may come to the game if it has some descent farming simulation :D Especially if you can open your own Space Donalds or Burger Queen. 

     

    All I want is dynamically change hulls of the ships. As described in some other topics - a set of blocks/modules that will add movement to your bases/ships, ie rotate/slide/pump/piston things. So that you can press a button and your transport ship will change 'archived state' to big hangar state where you can dock ships, place cargo boxes, etc. Or build base with rotating circle around it, etc. But unfortunately I'm almost confident it won't happen at least few years if would at all.

  18. It's better to add more technologies than playable races. Just like T3 stuff appeared in EVE - people discovered some hidden space areas, collected artifacts from alien ruins/corpses; a little bit of reverse engineering and refactoring, shaman dances and a piece of magic - you get new shiny blueprints. 

    On the other side I don't mind the universe to be empty from other cleaver species, unless they are flying sharks with dragon wings and women breasts.

    Fermi paradox is actually helpful to understand that meeting another alive civilization is rather impossible, because they either dead already or not yet developed or they are separated too much by expanding space. 

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