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Davis

Pre-Alpha Tester
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About Davis

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    Advanced Member

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    Gold Founder
  1. Your stuck between a rock and a hardplace when it comes to providing indepth support for role-play communities. Every person role-plays at different levels, with different tools. Hardcore players use /me’s and do’s, others are creative writers that do forum role-play, and majority feel as though simply assuming their role of captain in game is role-play. All of which are different forms and calibers, which is why you can’t generalize or make rules around role-playing in a game that doesn’t require it. My organization is made up of hardcore role-players from a GTA SA mod called SAMP where strict rules were enforced for role-play and standard, while it was fun and realistic it wasn’t ideal for a mass player base, its much to hard to police. While I would love hardcore role-play here, it just isn’t feasable, but I support role-play organizations playing together and hosting events and deep political negotiations, all of which we’ve been given tools for in game to carry out! My advice about the section of your post for players who just pvp without reason and ruin peaceful role-playing, is that you treat them as ruthless pirates in your role-play scenarios as we do, we actually plan to keep a list of pirates who are kill on sight and will share this with whatever alliances we make. Its also not fair to call these pvpers annoying, they just play the game for different reasons and we as RPers need to plan for every in-game situation! On a side note, if you’re in a heavy role-play organization, shoot me a PM I’d love to get our organizations involved with each other!
  2. .Penalty Of Death.Scaling Ideas.

    Lmfao no I really didn’t, its just clear you want you don’t agree with more serious consequences for death and that’s fine, but there isn’t a touch of contradiction lol. claiming people will stop trying to accumulate wealth because small portions of it can be lost on death is ridiculous, but it will make death a bit more of a penalty. And as I mentioned above a system where money could be stored outside of your wallet could be the balance for this system, as you shouldn’t lose what is not on your person when you die. This would force rich players to store money and could see the birth of player made banking systems. Rather than everyone having all their money always on them ready to spend. Maybe this isn’t a good idea but claiming I’m contradictory as you’re only counter arguement isn’t a strong counter arguement in my opinion!
  3. .Penalty Of Death.Scaling Ideas.

    It doesn't discourage industry, it encourages defense and protective measures when a "industrialist" is travelling in the open world. This would also promote the VIP status of certain players making them higher value targets as their wealth goes up, as it should be. Losing items is meaningless if you have billions of quanta to buy it all back. Money is the most valuable asset in any economic situation and it should be a risk everytime you're killed. Not to mention the whole idea that you need to keep all quanta on your person is ridiculous. You should be able to store it or have a organization bank where money can be pooled.
  4. Completely agree with all of this, balanced auto-turrets for static base defense is key for a game that involves base destruction and has opportunity for offline raiding. There needs to be deterrents against that sort of thing and I see this as a the best solution. Lethys mentions turret linking on ships so that a player could control multiple guns, and I think this could be cool for certain types of guns, but needs to be limited. The other big thing with turret linking on ships is that you will eliminate the need for multiple combat roles in a ship, and therefore smaller crews can pilot large ships, and I find that to be unfair. A large ship, with many guns, should need a large crew to operate at full capacity.
  5. .Penalty Of Death.Scaling Ideas.

    I agree with Lethys, it's a very fine line between discouragement and realism. From what is described above, the system seems balanced, but I'd like to see a portion of quanta dropped as well. Maybe a random number generator that determines between two percentage points (for example, 1%-5% of the total wallet amount) but nothing more. People should fear dying, but not be scared to do PVP at all.
  6. Advanced Building - CAD blueprint

    I feel as though this would be over kill. Using a free CAD designer online before actually doing it in game is a great idea, but there is no reason it needs to be in game. Just pre-plan, pick your resource type and build away. You'll see if it works, or doesn't and if it doesn't then back to the drawing board. It's a part of the design process.
  7. UNIVERSAL MARKET?

    Exactly, and what the original poster describes as an issue in his original post is exactly what NQ wants. By creating local markets with a hint of global viewing, we will all be in competition to get other players to buy from our markets and generate tax revenue. Things like who has the safest outpost, or the most resources, or the resources you need, or the best prices, will all be factors of attraction. It's up to use as players to create that balance, not NQ's. As it stands this market system is perfect, and will be amazing to see live in a video game.
  8. Neutrality Signs?

    I think it's a great idea, but something that players should develop themselves via ship design & painting of their ship (can you paint your ship?!).
  9. Deterioration mechanic?

    I think decomposition in this particular MMO setting is a waste of valuable resource. Resources will be finite in this game, and what would be cool is some process of recycling to take place. Perhaps buildings that are built in unprotected zones could be "deconstructed" via a tool or machine and so that players could regain a percentage of resources used in the constructs construction. This could be applied also when territory units are destroyed and bases are exposed. Could even create opportunity for players to become scavengers, and hunt around for bases left in unprotected areas as another means of resource gathering. This would also solve one major issue, bases that are inactive or left unprotected would be broken down and used to feed players personal growth. Creating a sort of ecosystem that helps keep resources inside the server. I also think the process of de-constructing/recycling should be a longer process, not something that is instant. It should leave the scavengers vulnerable to attack for a period. Just some ideas.
  10. Player Jobs/Businesses

    Neat idea for a thread! While I won't go into listing a massive amount of job titles, I do think this economy will create something more real than we've ever seen before. With that being said, job titles of all kinds will come to surface. Everything from civilian, professional and military based roles and perhaps even religious? I come from a heavy role-play organization and we see this game as the first in our history of playing games that has been made to cater to all types of players, including role-players. The reason I bring up role-play is because that's essentially what we're all doing when we assume this artificial role in-game, and those titles will vary with what role we take on. In regards to wages, I think it's much too early to determine that. That will completely depend on the actual supply of quanta, along with how easy it is for a player to profit, either alone or in an organization. But wages in my opinion will be a thing most organizations take up. Depending on the job of course, and more importantly, it will depend on the tools NQ gives us as organizations to pool and collect money from our markets, trade routes, and citizens. The latest market video was great, it's basic with a hint of genius and it will provide an excellent way for organizations to collect money. What I'd like to see is a sort of organization bank (maybe something people have to build similar to a market that can be robbed by invading factions) where money is pooled outside the direct wallet of the leaders. It could function with an automatic payment system of some sort that could be set up via a UI and payments can be made singular or periodic. I suggest this system because I've gotten the impression that quanta will not be a item that is dropped, but merely a number in your inventory. This could help organizations efficiently manage payments to players, and proper separation of organization funds from personal funds. Finally, on your last point I think it's great that dual has incorporated the LUA script feature. It adds a rarity to the ability to create cool constructs and will generate a niche market for advanced ships. Sorry if I was a bit off topic, just wanted to throw my two cents in!
  11. Looking for Graphic Artists

    I appreciate it man! We'll definitely take those into consideration
  12. Looking for Graphic Artists

    I appreciate this a bunch, thank you very much!
  13. Looking for Graphic Artists

    Very much appreciated, I look forward to hearing from you!
  14. Looking for Graphic Artists

    We're always looking for new members, but right now it's still very small, only about 9 guys. We haven't started to recruit publicly yet! We wanted to get a sick insignia and all that first before we went public. And if you're willing to give it a shot we'd appreciate it, as I mentioned, graphics isn't a skill for any of us so we need the help lol!
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