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Archonious

Alpha Team Vanguard
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Everything posted by Archonious

  1. 100% agree. Also, it is human nature to moan about something. 18EUR - Price so big, snip snip snip... "Hold on guys, sub price would be 10-13EUR only" - "13EUR - Price so big, snip snip snip" But in the end majority of those cryers will sub without any doubt inside, if trial-time will be enjoyable for them. And money question will be on background.
  2. There are many chemical compounds, some of them make ore fully useless. Iron ores vary in mineral composition, iron content, useful and harmful impurities, the conditions of foundation and industrial properties. Iron ore, used for steel production, must contain certain substances in the correct proportions. On this depends the quality of the product. Idea based on reality + game opportunities, not on "I don't know, so it is not real". @ostris, that is partial truth. Quality of Iron Ore (an example) is very important. Some ores are fully useless because of their quality (based on impurities). Thanks, Archonious
  3. Few little mark from idea: -As better quality, as more rare chance to find -If item requires Iron, any Iron can be used (as Fe1 as Fe20) -Trade prices must vary, so good quality material will be impossible to get in early/mid game All of that gives motivation to search/explore, rich market (make it healthy, not poor), increase end-game time. It could be an option with a chance to decrease grade or even lose materials. Otherwise, it simply loses rarity parameter. Anyway, that is more deep design decisions, idea is more global and open for extra design for DevTeam
  4. Oh yeah, that could be the pain. Somebody used my nickname in reddit and twitter. Seen my nickname in few games. But most funniest, when I created nickname, there was nothing ininternet. But I don't think we need worry about this, game developers use site systems for ages. So your nickname on forum or communuty site will be account for the game. I'm nearly sure about that. Thanks, Archonious
  5. @yamamushi That is cool as well, but I would say a bit different. Quality of Resources more about world generation, not player skills. Also, it could be affected by the system, you displayed above. I like it and find it great. As example, if you learn basic Iron gathering, you will gather basics only (Fe1-Fe5 as example), but if you learn extra skills, you get chance to find and gather higher levels. So this is as sub-group of resources. If we will have 20 different resources, sub-group could increase this amount up to 400 (if follow example). Also, some of the high-end items could require a higher level of resources. All of that is similar as in life, there is a quality of resources. Big range of material also will improve trade, so Fe1 will be cheap and used by many beginners, but Fe20 would be very expensive and used by end-game players mainly. I think it could be the great addition. @ostris maybe it was, honestly, don't spend a lot of time on forums, since it very hard to give feedback or suggest while there is not chance to play the game. Have idea, then post. Thanks, Archonious
  6. Hi, Don't know, was this idea suggested before or not, so don't blame me =))) Ok. I played Space Engineers (and actually still playing time to time). As it looks games (DU and SE) will be on very similar resource base. I mean, players get some resources (refine them, not sure about DU), then players can create some items. But since DU universe is unlimited, exploring will be very important. I don't know how many different resources will be presented in game, but what you think about this: Each resource (as example Iron - Ferrum) has many quality levels. Fe1 is very bad by default, so items created with this resource will be basic. Fe10 is much better than basic, so items created using this material will be much better (it could have extra armour or higher performance or parameters), Fe20 is high-quality resource, so items created from this material will have much higher parameters or even extra bonuses. The system could allow mixing resources, but it must punish for that, as example downgrade 60:40. This mean 100x Fe10 and 100x Fe20 will give 200x Fe14 as final resource. So this system could be easily integrated into a procedural world (IMO), but will generate the huge potential for exploring. Of course, high-quality materials must be very rare. So the player will spend months to find all the best resources. The overall idea also shows motivation as items bonuses when using higher quality resources. What do you think? P.S: Ups, probably wrong forum =))) If there are moderators, could you please move it? =))) Thanks, Archonious
  7. So since I have aprove about answers, would like to make some feedback, based on them. 1. I really hope to see drilling instruments. Like it is in Space Engineers, or how it was presented in Nomads Planet. It gives drop of realism, which is important in games like this. 2. I think it is only one negative part about game now (for me). I find it very strange and wrong. As example, you see that something is comming to you, so you build massive wall instantly. Another thing, I see enemy ship, few clicks, one second, I'm inside, because huge amount of voxels can be removed. Understand, welding could be a trouble, since there is no cubes to weld. But zones area could be used as zone for welding. If it huge, weld time will take a lot of time. Grind can be similar as dig+weld - area and shape chosed by player, but time based on size and material. I don't tell this is perfect, but this is the first I get in my head after reading answers. I'm sure, if to search for better options, result will be even better. 3. Cool. Nothing else to say. 4. I worry more about acceleration and speed. 8km in 30 seconds for small planets, it looks bit wrong. Would like to see slower acceleration and maybe speed (or bigger planet, atmosphere and other). As I said before, realism in games like this very important for many players. 5. As was said on twitter, this is under question. Personally I like this. More hardcore survival aspects. But at the same time, worry about some players, who could have some troubles with that. 6. I would like combine this part with acceleration/speed. Gravity must affect much on fly in atmosphere (or better say gravity range). But different planet gravity could be great challenge for players - to have special ship and player suit. As for beginning it can be based on planet radius only (in the future some other asoects could be used as well, like materials on planet. 7. Yeah, that is true. And if that is incoming later, it would be great. 8. This part confused me a bit, because reply on twitter says otherway. But in that not planned, how everything will be stored? How everything will be transfered? Manually? Grab thousand kg and put somewhere else? I think docking and landing is one of the basic things in game. So I really hope to see docking connectors, so 2 ships can exchange/transfer everything between each other. 9. Hope it is useful instruments for editing, not just different shapes. But once again, I really hope to see welding process in construction. 10. All I can say, I hope it will work in the end. It is very hard to understand, how everything must work. This new voxel system is very unknown for majority, 100%. 11. I know that MMO game require team work, but don't try to make it too necessary. I think, most players want create own ships and to be pilots, not to walk on somebody's ship and fix it. This could make huge trubles in the end. As it was said in one of AMA posts, actually nothing will secure you from players "sabotage". I don't want invite unknown players to my team and trust them control some part of my ship. Theoretical view is far from practical, while I was playing SpaceEngineers, I got good experience - Do not trust anyone. But I don't see much difference between SE and DU crafting/building side of game. Thanks, Archonious
  8. Hi I was really happy to see early pre-alpha gameplay video and hope to see more in future. I fully understand, many things could be changed much, but I can speak about what we see. 1. Voxel Editing. I hope it was just to show how it will be changed. I hope to see some drills and other instruments for work. Of course, not 1 or 2, but many, when some allow increase radius, some allow getting rare resources and other. So basic question, will you have special instruments for digging? 2. It is a different model of construction I have seen before. Played Space Engineers and Robocraft. Both games based on cubes creations, so if you want to build a car, you need to use many armour blocks to create the frame. You model is more simple and more complex at the same time. So if compare with Space Engineers, will creating "Ship or Station" require welding? If yes, then how it will work? Video represented (as we call in SE) creative more, when you build everything instantly - want a Huge chunk of armour, just do it. So will final version contain any kind of frames, which should be welded by instruments or special ships modules? 3. Colours - that is very important part of the creativity. The video didn't show anything about that. There were few construction parts in beginning, but all of them same colour - dark brown (same as material). So will colourful palette be available? 4. Next thing, which is not about construction, is speed and acceleration. I find it too fast (both). If I'm not wrong, the station on video was about 8km far from the player, but it was reached in about 30 seconds (nearly speed of the sound). So actually, the player can fly around the planet in 10 minutes, which make but strange feeling. I don't speak about space fly. My opinion, speed in the atmosphere must not be so huge. Same thing about acceleration. I could understand it was small ship with big thrusters. If that true, it is ok. But I didn't feel the effect of fly, honestly. 5. First person view (FPV). The first thing I was focused on. When you left the forest and was on the grass field, I got feeling the camera is too low, grass nearly hit the player face. That is just feeling, maybe that is kind of high grass, don't know. If I'm not wrong, whole video (except GodMode) was FPV and no any third person view camera. Just a question, is it planned to have FPV only? As I know, some players simply can not adapt to it. 6. The planet's gravity. All objects have gravity (overall), which depend on their mass, size and other (I'm not a scientist, so we just discuss). So will planets have different gravity? Maybe some planets will require special abilities and equipment to survive on them. 7. When you landed on the station, I didn't see any landing equipment, like legs for lock or connector-dock. So Is that in a plan to release these elements to the game? Or maybe they are already in the game, but simply wasn't shown? 8. Docking ability. As maybe some of you, played Space Engineers, players can transfer items and resources from one ship to another one very easy, all you need to connect to each other. 9. And back again to editing. Just because editing is very simple (click and done), it could create massive troubles to players. Do you plan to add "Undo/Redo" abilities? Ofc if voxel creation will have frames, it will be not a big problem for removing unnecessary body structure. But bigger problem if player deletes something by mistake (it could be hard to make flat floor again (as an example). So this construction model little bit confuse and disappoint me. 10. As another part, damage from weapon and crashes. How it will work at all, since ships do not have body armour parts? Gatlin gun will create little holes in armour? Ok, that could be an answer, but next question then... 11. Repair. How will players repair damaged parts? It could be very hard to fix every minor hole from the bullet (if that will work this way). So yeah, some of these presentations and attempt to understand how it must work, make me really confused. So if it possible, could you give some answers on that? Thanks Archonious
  9. I didn't fully read it yet. Seen title "Body Armour", thought that is about pilot armour/suits. Quickly checked list. And there is more about classic variations "Light, Medium, Heavy". I try focus more on specialisation - like Radiation Resistance, so player can dig Uranium without any risk (as example). Or Thermal Resistance, so ship can fly closer to stars or very high temperature planets. So it massively increase requirements of building, amount of ships player need to have and other.
  10. Hi, As we all know, game will contain many different resources (as example, Iron, Aluminium, Titanium and others). So since game is about crafting ships, but main crafting part is "Armour Block", I would like to see many variations of armour. As example: -Very light, but weak to effects (heat, damage and other). Peaceful usage on planets or interior. -High Resistance to heat/radiation (outdoor effects). Could be used for peaceful exploration, even to dangerous places. -High Resistance to damage types. Could be many blocks, if there would be different damage types. Defence block, used to protect from other players. -Heavy blocks. Used as balance and safe armour for non-combat effects (like reduce damage from crashing/heavy landing). Of course, mixes of armour could be fine as well. But hope it would be trade of strengths and weaknesses (as more bonuses, as more weaknesses). Thanks, Archonious
  11. And face other players (enemies) once a day =))) Game with that scenario will become boring in few weeks (maybe month, if well deep designed). Don't dream to have huge community, crafting/building games not very popular.
  12. Many like that, but this could be very rare. When you understand massive range of universe (which is unlimited), you start understand, that find somebody who can fight back could be very hard. This could become very boring for many players. Not many players will explore space for hours to find honourable enemy. Battlegrounds do not disable World PvP. Developers always can balance between world and subworlds. Like requirement to harvest resources, travel to another system/planet, special tasks and other. This is question not of "What is more realistic", that is question, how to make game more popular and not boring, how to save players in game (especially with P2P model). My words based on "Space Engineers" game experience. Yes, there are not thousands players online, but there are limited worlds. And it is cool to play game while you building, as soon you finish your build project, interest to game falling down very quickly. Some players said, go and ask others to make PvP, that is no option. Majority will never do that, if game do not allow that automatically. Update: Also, is very important, battleground will reduce pressure on main game servers. So battleground will be separated from all the world (as servers), so massive performance requirements won't hurt everyone. As example, I remember World of Warcraft, when Lich King update was released. Game was almost unplayable, when there was battle for lake (don't remember title). Thanks, Archonious
  13. I see these forum discussions only as "Hey Devs, it could be nice if game would include this or be easy adaptable to this in future". In other way, forum discussions before release is nearly pointless
  14. If there would be option - to see fully realistic or more comfortable game, I would choose more comfortable (I believe many players as well). Especially if that do not affect on game play. Do not like to watch black screen with dots most of the time.
  15. The system do not block open world PvP. It make option to have fair and easy access PvP. But if somebody want to be pirate, he/she can do that without any limits. All bases still in space. Players will need to be in space. That is more about "Want fair PvP, get it". Not die in ages of searching.
  16. It is not about full game version with all features (As example, demo version of "Planet Nomads". Little piece of ground for creating something). It is exactly for MOD creating. New item, which can be rated by community and be voted in future for realisation in full game. Pretty simple.
  17. Read some comments and get feeling like you guys think there would be millions of players online. Many good F2P games have few thousands players online. Games with building/crafting not so popular. Be ready to face low population space (even do not take huge size (or even unlimited) of universe). Open world PvP will be so rare, I'm pretty sure about that. Do not mix "Pirating" and "Honour PvP", first is shame. PvP (especially as some said e-Sport) must be fair and easy to access. It is not mean to cancel "Open World PvP", it simply must not be priority. Battlegrounds - that is option for normal PvP. Thanks, Archonious
  18. It could be background colour and texture with all physical stars.
  19. Hi, It is very hard to predict what we will have in next year. So what you guys think about different skyboxes based on system location? If to look teaser, there is simple black sky with stars. Nice, but if whole space would looks like that, it could be not so interesting. As I wrote in other threads, I play Space Engineers, MOD creators designed lots of different skyboxes, which make game really nice looking. Even when one of the backgrounds start annoy, player can easily change it. So it creates extra feeling of something new around player (even nothing changed in game). I would like to post few link on steam pictures (if that is against rules, sorry, so just delete it then): http://steamcommunity.com/sharedfiles/filedetails/?id=375490938 http://steamcommunity.com/sharedfiles/filedetails/?id=438716711 http://steamcommunity.com/sharedfiles/filedetails/?id=567152822 http://steamcommunity.com/sharedfiles/filedetails/?id=523925570 *sorry for link on steam MODs, but forum do not allow to post pictures These pictures are real skyboxes in game. Now imagine, you explore the universe. Make warp jumps and skybox become different. If there are systems, there could be one (or few similar) skybox for whole system. If there is one universe (like in Space Engineers), it can be smoothly changed over hours of fly. As I wrote before, it is very hard to discuss, because information is very limited. But I know for sure, if background/skybox would vary, it will make more positive feeling while exploring universe. So what you think guys? Thanks, Archonious
  20. If universe is very big, this mean battles will be very rare. And as you said, they will be very unfair, which will make some players upset. Battlegrounds do not prevent outdoor battles (as political, economical and other). But it make easy PvP access for players. We play game, not creating another reality. Population won't be huge, there would be not millions players online, so dreaming about open space (only) and fair PvP = utopia. Developers need to design open space important part of game, but they need to create reasons to keep players online. Building could be very boring after few weeks or month of playing. If PvP would be available in open space only, this could become boring (because of rarity), as result player base will drop down. P2P player drop = Income reduction. Not saying about feedbacks, less players in game and other. As example, World of Warcraft was based on Outdoor PvP and on Battlegrounds (+Arenas later). Even without requirement to go outside towns, there were massive battles.
  21. That actually question about. It could be even simple constructor demo. So mod-creators can test their creations, share for discuss or vote. And then developers can make decisions, about these mods.
  22. If it is not allowed now, it could be reason of "Closed Tests". But as I wrote, it is opportunity for developers mainly. Players overall won't get much from that.
  23. None of players have opportunities and needs to do that, as game designers do. To do fair team PvP battles without game support = huge job. If to do that constantly this is same as second job. Another trouble is player base, even to have 2v2 you need to have 4 players who knows about it. And another trouble, if there is no secure, there would be trolls and others players who will be happy to make troubles (especially if it would be more popular). I'm saying that because I organised some tournaments in Robocraft, game partly supported that, but anyway, it was very hard. Simply, I doubt game without simple combat system (join battle) will have some issues with players retention. Game could looks like very beautiful Space Engineers, but without quick combat system it can become boring too fast. Building and explore is cool, but it is not long term reason to play. But as I wrote, system P2P require long term players.
  24. Hi, I'm looking forward to see this game, but right now I play Robocraft and Space Engineers. I like building mechanic in Space Engineers. But it is very simple or even primitive for MMO. So what would be very cool for MMO building: -Building based on player level / rank / reputation (size, energy of ship. So as higher level of player, as bigger ships player can build) -Tech-Tree (with massive amount of variations and only 5-10% choose, so players will need to cooperate/trade) -Some very rare resources and dependence on them (not get 100k ore and forget for ages). So players need explore space often. -Special components crafting, so high end items/modules will be hard creatable -Some special items/modules require rank and reputation (for same reason as previous) -Blueprints (drop if PvE would be available and sell for special currencies) -Special class (mmoRPG must include some classes) items/modules Thanks Archonious
  25. Hi, I really looking forward in this project, but while I'm waiting, I play Robocraft (and Space Engineers). I started this game 2,5 years ago, cooperated with developers and I'm well known player in top players Robocraft community (Same Nickname - Archonious). The game is based on very interesting idea, something like short battles. I know, DU will be as long term game (MMO) and will be absolutelly different in gameplay (closer to Space Engineers). But what you think about PvP battlegrounds? Yes, that require special limits and balance, but it open huge field of opportunities for players (extra targets, ranks, competitive play and other). How it could looks like: -5v5 / 7v7 / 8v8 games -Team based on random or faction (+level, rank and other) -*Limited amount of guns and movements (energy for usage) -*Limited amount of blocks -*Special craft must be created *Since ships in MMO game could vary too much, that is little trouble for battleground. All players must have same limits, but with different variations. So if players will have special limits (like 1000 blocks max and amount of energy for movements and weapons), that could be fair for everyone. P.S: Yes, that could be very complicated, that could be game in game. But if we take many MMO games, that is part of PvP which keep many players in game. Since you will be on "Pay to Play" model, you will be interested in every single player, so every single way to keep players is important. Thanks Archonious
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