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Archonious

Alpha Team Vanguard
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Everything posted by Archonious

  1. I said before, deliverer do not see value of cargo. Let change it, deliverer see this price or even what is inside.Would you sacrifice your 5k ship for 2k cargo?
  2. So you think deliverer will sacrifice "5000$" (customer set minimal value, but as higer value, as higher delivery price, market rule) ship for cargo value of "2000$" (as example)? Then I don't understand your logic, if you use it.
  3. I could say, you didn't get meaning of my message. You actually agree with me - "Player-Made Quests - Delivery" ("PMQ") is simply pointless and won't work. I didn't give any ideas that need to be in game, I showed 2 examples (I could say two opposite extreem points) when this quest system will work and when it won't. And yes, in my opinion "delivery orders inside organisation" is out of "PMQ" range, it is more about trusted known person (aka friend). For me "PMQ" is when you put order for delivery on "notice board" with requirements and players can accept this order to do. If you would like to see system with "No steal by deliverer and possible to steal by pirating". How? Idea in 5 minutes: 1. Auto system with accept quest on location (easy to use). 2. Customer set requirements for deliverer (as example delivery ship average price). 3. If player accept quest for delivery and requirement allow to take it, ship used for quest can not be edited or drop down the requirements price. 4. Cargo can't be looted if ship not destroyed (core). 5. If ship destroyed, cargo can be opened. Once again, idea in 5 minutes, I didn't think about all details and specifications. But: -Deliverer won't be able to steal -It would be pointless to destroy ship to get cargo (you don't know what is inside, so you don't want trade ship cost on unnown cost). -You won't be able to cheat with ship changes and it price downgrade -Pirates will be able to steal goods by destroying transport ships Result: -Delivery quests opened for global market -Customers protected by ingame rules/system -Pirates get massive targets increase and requirements to destroy transport ships +other features which come from this activity P.S: I believe ship price can be easy counted. System need to have resources used info for ship building. And system will have material prices on markets (it was said by NQ about NPC buy/sell goods). Parameters of firepower, ship size/volume m3, amount of the blocks and other even easier to get. Thanks, Archonious
  4. So how player can trust somebody to deliver, when goods can be simply taken by deliverer? Pirates - secondary trouble of delivery player made quests. Examples about FedEx and others are not well true. Companies in real life under the law and if they steal/lose/damage your goods, they compensate your loses (insurance). So as a customer you are safe using official delivery companies. What we have in game? Response = 0. Documents = 0. Control Laws = 0. Even top trusted guild who offer delivery service. What will stop them to steal rare and expensive goods sometimes? Reputation? Crap, everyone will have bad and good feedbacks, because some will hate by default. Documents? Make special aplications on forums? How many players will know about this and will do? So wat we have in the end? You need to trust. Trust to random feedbacks. What protection you have? None. No technical, no law. So what I see. If game do not support customer (player who order delivery) goods protection, this will be rare and highly unpopular. Once again, we talking about "Player-Made Quests - Delivery". If to make questionable protection on forums, this will be very routine for many players. And even with that, game need to have way to control/punish deliverers then. So question is "What customer get?" Risk of pirates anyway, risk to lose good because of deliverer actions and safe of time. If you lose cargo, safe of time become as waste of time (lose more than x2 time instantly). And also you pay for that. Risk > Profit. And profit not even close to risk. Back to FedEx example. Imagine company do not take any responsibility for your goods. No any control from above. No documentation. Driver decided to steal your parcel, ok, happens, do you have any provements, no? You will give negative feedback? Who cares if they can make 100 good feedbacks on your bad one. As I said in beginning, coping things from real life is not the guarantee they will work in game. Most of them will fail. You may live in dreams that everyone will take responsibility and be good fair player, that is your choice. I lived enough to see people mostly try to cheat others, not be fair. It is very naive and stupid to expect everyone will follow unwritten rules in anarchy world. iMO. Thanks, Archonious
  5. As I said, it is not perfect. I didn't think about this side of "stealing", but everything can be changed. If to think about the problem well. I choosed option with "No cureer steal, but possible pirating". Option when nobody will use "Delivery quests" is making pirating in this direction impossible as well =) Nothing to steal, if nobody use "delivery quest" system =) Thanks, Archonious
  6. Let's imagine, you are working (with no faking players) in this industry. I pay you *** cash to get insurance so risk would be on your side. Then (or before) I hire somebody who I know and tell him to "steal" goods. Player use one of 3 charcters (no main) or maybe DEMO. How will you investigate? Pay me for my loses? All information you have, that I lost my cargo and nickname of player (who is out of contact). So you pay me by insurance (in our example, you do not fake players). As soon I receive insurance pay, I take back my cargo (it could be stored in special location you don't know). In the end, I win. Of cource it is pointless if we speak about small contract. This is the game, copying most thing from the life = make sure most of things will fail. ____________________________ Now about question. What you want in game? Player-made quests for delivery (I'm not speaking about "I know this guy") or very rare opportunity to steal from small player? If somebody think that most players will pay for "Steal my goods", that is more than stupid (if that will happens in game, this mean community is too stupid to pay for so huge risk). In this case transporter need to buy goods from me, then deliver good to point X and then sell it to another player. Possible, but it is called "Re-sell" not delivery. In my opinion, there must be special cargo which can be opened by owner (+2nd trader) only and has beacon (owner can see it) to show current location. This bring to the game "Delivery Job", as many dreamed about. I don't tell it is perfect system, but idea of message is "What you want to bring in game, not what looks more realistic". Game is not real life, not even close. And it will never be! P.S: Don't know about possible profit for pirates, but I don't care much about pirates. Thanks, Archonious
  7. Sorry, I don't find it as a good idea. For? What the reason to spend time, money, workforce and other resources on the things already exist? Another facebook or twitter specially for fans? You have forum and community portal. Amount of discords already big, not saying about after game release. Let create TV show, film about DU, open DU shoping center, start to build factory for hover/space ships in real life. Or let's focus on game designing and use all resources for improving main product, to make it uniqeu and great quality. Sorry, but I find it as unnecessary waste of resources, especially when project is not well known and not even close to release. P.S: If this is thread about to create fan website without developers resources, then just ignore this message. Thanks, Archonious
  8. 13 June 2017 - that is my bet =) Thanks, Archonious
  9. If to speak about darkness, I think it is fine. There could be darker for moments when player leave position with lots of the light. As we are humans in the game, this eye ability could be easy added, I think.If to say shortly: -If you stay in darkness for a "x" period of time, overall darkness going down. -If you turn from light location to dark one, you simply don't see anything -If you use spotlights, normally you will see only lightened surfaces/objects Of course, all of that absolutelly not necessary, but I bet it can be very quickly programmed Thanks, Archonious
  10. I would like to point on great enviroment improvements. Day/Night circle looks awesome. I think, enviroment gives massive impression and taste of the game (on first steps at least). And it is really awesome. Thanks, Archonious
  11. Hi everyone, Cool video with new information. Enjoy Thanks, Archonious
  12. If we won't have DAC, what prevent Pay-2-Win? Black Markets always exist =) Even if game would be Free-2-Play. One way to remove Pay-2-Win completely (I would say almost) is to remove trade. But this is one of main parts of the game. So it is impossible to create fully clear no Pay-2-Win world in game. Question is "How balanced would be this Pay-2-Win"? I see and believe everything will be fine, since everything require time (train game skills, train personal skills, build, deliver and other), it is not EVE or something else, where you buy ready product and already know how to use it (possible in DU in late game, when you make pre-orders to build special ship you want, but this cost extra money, storage cost extra money and other). Truth is that you can't separate real world from game world. That what I want to say. Thanks, Archonious
  13. Thanks for nice post. Would be easier to make diplomacy in close future. Very useful. Thanks, Archonious
  14. If Devs will take position "their fault", project will fail with 100% guarantee. Clever players do not make massive income, I bet majority of active forumers will use DACs mostly. "Stupid" players (not learn a lot about games) make massive part of income. So Devs must care about these "Stupid" players more than about us, actually. By the RDMS, I don't know how exactly it will work, but (example): I have 3 own spawns modules, I want to make 1 open for half organizations, 1 for clan, 1 for everyone. So I need to set every module. This mean "RDMS" need to be learned by every single player (who join org), not just by "to run a successful org". And we come back to the beginning. If system overcomplicated, it will push players away from learning. As it won't be learned very well, it will be abused by others a lot. As soon players become abused, they leave the game. Players leave the game, project loses money. And this could be the way to a failure of the whole game. So what I see (as bad o even worst scenario). You can learn RDMS well and control a piece of land under your control. But you have not a lot to control within the organization. I mean, you can't control other players activities in org. You can't force somebody not to join 100500 organizations and very carefully check RDMS all the time. If you make a project with few players together (and we speak about random players), you always under risk from these players (how well they manage RDMS and their fan clubs). I don't know how well RDMS will work, I don't know what will be with these abuses in the game, but I would like to discuss any possible problem (as for gameplay, as for game success) before it happens, than to run like "headless chicken" later (not to be ready to problem). Thanks, Archonious
  15. And that is exactly what I wrote. This is a mess. Thousands of organizations, all in one category, all-in-one. Who is who? Where religions? Where alliances? Where political structures? Where fan clubs? MESS! Or maybe you find fan club, join it because you like something. But in next day this fan club (some members) raid your base because they can use your data and spawn on your base freely. We can speak about RDMS, yeah, but if (! if !) that system will cover a lot, it will be extremely complicated, which mean many players will ignore it. Yes, this could be accidently done or sabotaged (which is fine for gameplay). But then your defense just ignore targets, because they are "Fan Club" which is equal to alliance or clan. Simple example, there could be many different cases of abuse of the system. More than 95% (yes, forum members are a very very very very small minority) of players won't read forums and deeply learn this system. For the majority, it always will be "Clans", not any forum fantasy structures. Open lists of "Religions", "Political Structures", "Fan Clubs" and other will open doors for these majority because it will be easier to understand what is what. If I'm a new player and want to join to any political system, I can easy to find all open political systems and join them. Player friendly system. Limited opportunities are way to reduce the amount of abuse (and this is very important for new players). Want to create political structure, you create it. You get all tools necessary for that activity. Sorry, but I find really silly if "Clan" has same opportunities as random "Fan Club" or "Religion" (like in the example above, especially since anyone can join these last groups). The whole system requires massive global control. Thanks, Archonious
  16. Since there is no any difference between organisations (technical and visual), all this multi-org system is real mess. I would say, there is much better to create types of organisations with different abilities and opportunities. It can be Clan/Guild/Corparation (main direction for game), aliance, fan group, religion, business company and other. So every type of organisation have limits and opportunities. If this is business group, there could be some free opportunities by default, abilities to use other members stuff without risks and pay. If this is religion, it can be just display in player info, or maybe members can have unique logo. If that is clan, then all members can use equipment and infrastructure as their own (by default, and if not limited). If that is aliance, very similar as clan, but need to be allowed to use other members equipment. Also defence systems friendly. Ofc this is very basic samples, these org systems could be designed much better and contain more things. But main idea, they must be different technically. P.S: Leader/Owner need to have opportunity to set limits. ____________ Visual automatic sorting is cool, but it does not change anything. Problem is deeper, IMO. Thanks, Archonious
  17. Wilks currently busy in real (don't know about details). So server off for about 2 weeks or more. He plans to add economy and few other mods. Thanks, Archonious
  18. I hope: -Ship to Ship - no -Building to ship - no -Ground to Ship - yes Ramming is useful thing, but very expensive for performance (also very abusable, build stick of armour and destroy turrets without major risk to your ship). But if ships can freely fall down on the ground and do not receive any damage, this would be wrong. I belive it is possible to make economical version of simple collision GvS. Thanks, Archonious
  19. There could be many reasons and ways to popularize the game. It is definitely too early now. Yes, it is cool to have early donations/sales (but actually Devs will get it anyway if the player will be interested), but a promoting game with very raw picture and optimization could be a big mistake. Potential players could get a negative attitude, but change negative to positive much harder than introduce and make some love to a new product. Also any promoting cost the money. Pay for promoting on early stage and have more risks? If you try to warm up the community and keep potential customers excited, you need inform them very often and very well. DU in the early design stage, nothing major to show as an advertisement (people like nice picture - cover). So I would say (guess), promoting/advertisement stage would be active in the middle/end of Beta. More beautiful pictures/movies, reviews, optimization, real information about the game and other. And time to release would be close, so potential customers won't cool down their interest. This is opinion only. Thanks, Archonious
  20. Об игре вообще в целом информации не много. Имеем общие черты и планы развития. На счёт оплаты, совершенно верно. Исключение, если купить сейчас пожизненую подписку с бонусами за 480евро, что совсем не мало) Ну и ещё в игре промышлять можно будет, если время позволит.
  21. It definitely would make video epic, but Ark ships have specific forms, so it would be wrong to use any other.I am not professional 3D animator, I didn't have art/design education. So I can't create detailed customised scenes, my experience not so great. So we have what we have =) Thanks, Archonious
  22. Sorry, but my knowledge about EVE is same as PinkyTroll's knowledge about DU. I can guess and imagine only. Thanks, Archonious
  23. Yeah, that is fine. If you and your mate very skillful, you can properly control all systems, do everything in time, then why you need extra crew? It looks like: 5+5 = 2+2+2+2+2 Where you and your mate doing very massive work - 2,5 times more/faster/better than every single member of the enemy crew (on the same ship for this example). P.S: Following this example, these 5 players can be same skillful as you two, but just because they are limited in "Control Navigation only" (one specific role), their value is lower. Game need to allow you to do these "5 efficiency points". The game must not limit you to do "2 efficiency points" only! That is the main point. About use your brain. Don't mess "use brain" and "be extra-sense and read ideas in your head". I told you about that in "Large Ship" example. How big is it, when the ship becomes Large? Same with roles, I have no idea what you think about them, so asked you direct question few times - "What player need to do?". Anonymous gave an answer on question, simple, clear, without any "guess what I mean". I find his answer informative overall. Nothing new for me personally, I don't see gameplay "look in the monitor for to talk" very fun. Why can't a pilot switch monitors and get all necessary info? Why can't a pilot coordinate everything? Maybe there is a reason in your head why it is impossible, but I'm not extra-sense, so I ask questions, not guess what you think. I agree about possible repair or turret control, but what will be the game mechanic of "repairs and turrets fire systems" in the end? Turrets - Lock-On, so what will be the control? Find a target and lock it. Damage model under big question at all, since block destruction model requires massive server resources. As I said many times, if 1 or 2 players can physically make a job of 10 players, this is not the reason to lower down their efficiency equal to anyone of these 10. Somebody said before, doing everything will be easy (and everyone will control capitOl ships in 5 minutes after launch), so doing 1 role will be x10 easier (=VERY BORING). I'm saying, that if there is a player who can show the efficiency of 10 average players, the game must allow him to use this efficiency. Thanks, Archonious
  24. His examples (exactly!) shows what players need to do, not "Navigator has a 3D view". Clear and simple answer, without extra "thinking and conjecturing" what this mean. I do not look at the situation as "Captain" or whatever else who control everything, I try to see what you want to offer to players on board (those service stuff). Because saying "IT SHOULD BE MULTI ONLY" = force somebody to do that. And if it fully boring and not gives any fun, why players need to do that? But the main thing is - "And yes, if they are lucky, 99% of most crews job is watching screens. But you want them there for those 1% of the time - battle ;)" And this is the main problem! It could be cool to manage some systems 1-2 times, but doing this crap day after day. The game must give fun not routine work. Most of the things in the list is routine. Yes, these things could look very awesome in theory and dreams, but doing them day after day (to be good in that role) will be fully not enjoyable very soon. Or you think that somebody come back home from the 8hrs routine work in office (or any other) and will enjoy another few hours of routine gameplay? Saying "YOU MUST HAVE MULTICREW" you forcing somebody to do the routine. Saying "YOU MAY HAVE MULTICREW or IMPROVE AND PRACTISE YOUR SKILLS" gives the option to have a crew or work hard to do as more as possible. In the end: -Hardcore players have unlimited target to improve their multitasking and personal skills (Can fully and easy control full ship? Let's add something new) -Basic or Casual players can try to find crew for up to every single turret and system (Don't want to do something? Hire somebody to do that) -Well skilled players can learn how to run few systems at the same time (You like activity 1, 2 and 3, but 4th is too much for you? Hire someone to fill this gap) Will 1-2 players control the same ship better than 10 players, this is a question of skill and practice. "Hard to Master" - isn't that on of the main messages from Developers? Thanks, Archonious
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