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Archonious

Alpha Team Vanguard
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Everything posted by Archonious

  1. Would like to write something, but it would be too hard because of language =( Write on Russian would be pointless, I think.
  2. Even if every active member on forum would follow rules, 99% of other players won't even know about these "rules". Pointless. Thanks, Archonious
  3. Looks you have fun there =) P.S: This is another reason to have moderators on forum =) Thanks, Archonious
  4. Sorry, used wrong words. I mean an experience of creative designing. And if you played SE or something else just to try (but most time spent in the noncreative game) this mean almost nothing, especially in global projects designing. And that's about the advertisement. If to know at least a little bit about adv, you would understand what I mean =) Thanks, Archonious
  5. Yeah, possible =) But I didn't see any example made by this community (especially many came from EVE and have 0 skill experience of creativity designing). So this is just an opportunity for NQ to get nice looking cover for advertisement in future. When they posted a video of building a ship on the asteroid, there were many comments - "This ship looking badly!" (so potential customer is not satisfied, and that's mean advertisement failed). It is like a nice looking cover for product and beautiful advertisement picture. To contact few greatly creative authors (who will be enjoyed to create something beautiful) will be very cheap and not require much time. These authors have youtube channels with many subscribers (who are target auditory), so the video will be posted (99%), and that is another level of advertisement/marketing. Yes, Alpha could be a bit early, maybe late alpha or beta. Personally, I don't care much. But if I would see great videos with great ships or stations, or maybe the process of building of these great ships/stations, I would be much more satisfied with the game (if I can not try). I believe, there are many people who can look the same way. Thanks, Archonious
  6. Hi, The first impression is huge power. Since Dual Universe is an almost unknown project for the world community, this opportunity is still open. What if you (NQ) make some direct invitations to creative players? I am not talking about just average nice looking craft makers, but about massive project builders. As an example: http://steamcommunity.com/sharedfiles/filedetails/?id=786101778 - Massive Mars Base (to understand whole massiveness you need to try it) http://steamcommunity.com/sharedfiles/filedetails/?id=551287123 - Nice Creative Ship http://steamcommunity.com/sharedfiles/filedetails/?id=651768751 - Nice Creative Ship This is Space Engineers game (I don't have any other samples of games with nice looking player made designs). So why not to make an invitation to these players and ask them to create something amazing? And then use these materials for your future advertisement of the game. You will gain from this only. If you (NQ) would agree with that, it would be cool to have about 10 invitations. The community would suggest the best authors. Then we can choose the best by voting (or direct NQ choice). P.S: I do not try to get Alpha Access, already have two =) So please, focus on the idea. Thanks, Archonious
  7. If I am not wrong, basic shield can do thatif to set it. I don't think it could be good if trader can be killed and looted In safe zone. Imagine, you oay for entering safe zone, pay tax for trading and be under the security. Then somebody just kill you and gg wp. These cities would look like battlefield 99% of time =)))) As an additional opportunity, if to turn off 2 or more generators, safe zone do not protect players. So owners can turn off them for special event for example. Thanks, Archonious
  8. Massive update of the first post. The idea was corrected a little bit. Some F.A.Q. answers were added. Would be happy to see other questions. Thanks, Archonious
  9. This is core of the game. Nobody try to break it. That exactly work other way. If you create this TEMPORARY (destructible) Safe Zone, it make pirate factions (+your enemies) focus on it. It is like boss in PvE, but it is PvP "boss".This idea also make real PvP possible. Player vs Player, not Player vs Defence buildings. Attackers prepare their attack (if we speak about large targets). This idea give time prepare to defend (not build more defence towers, but organise team for defence). And then, only then this would be real PvP. Thanks, Archonious
  10. Good luck with organisation and have fun =) Maybe one day we will meet each other, maybe will create alliance or cooperation, if our views will be similar. Anyway, long way before that happens. Nice to see one more no-pirate organisation (if I'm not wrong). Thanks, Archonious
  11. Many hope on that. But how will players act? Nobody can predict. How easy will be to make damage and to repair. How organised will be teams? How much players vision will vary? What I try to say, we think everything will go how we want. Same as most other players, but when our visions will clash, it will make a troubles =) I remember, when me and my friend played Space Engineers together, building same project was a problem very often. There were two of us, I can't even imagine how it will be "great" build with 10 at the same time... Of course, players can design some plans for cities during Alpha/Beta. Then organise team to reproduce this in release. Very hard to say even about that (it would be boring to reproduce somebody's plan for me, as an example). So we can dream, but we need to wait. Thanks, Archonious
  12. This system do not prevent PvP at all. It increase variations of tactics and strategies mainly. Also, it gives reaction on offline attacks. Another opportunity of this system: Middle size organisation get attacked by higher and more powerful one. Outposts (one or some) destroyed, timer is on. Defenders can ask mercenaries or maybe defenders, who can join and fighg attackers. What defenders, mercenaries and other loyal organisations can do in primitive "pew pew" PvP without any global action? Build global city, which can be attacked very often and it will require defence from everyone who interested to save this city. Business progress possible when enviroment more safe and possitive. So cities will grow with many other players businesses (trade contracts). This open great opportunities for non-standard game orientation. I find this great for traders, for mercenaries, for logistic organisations, for pirates, for wars between organisations (from middle sizr, to huge size) and many other. Thanks, Archonious
  13. 1. If you can not play 24/7, your base/ships can be destroyed anyway. This gives opportunity to react on siege, which take time.2. This will make game really bad for majority of players. Yes, there would be little group of players (few big organisations). Don't find full PvP world very cool, especially with primitive mechanic "pew pew" only. SE is good example. 3. If that would happen, pirates need/may intercept ships with equipment and resources. So this is another unique game opportunity. Variations of action is what make open world games exciting. If I would have chance to choose between: 1. Game with lots of strategies and tactics 2. Game with basic come when enemy offline and steal/destroy 3. Come with group, try break shield (if can = destroy, if not = leave) I would choose the first one. Little feature, which open massive opportunities for everyone, even pirates, who can make hunting near this stations/cities. And don't rrally want full PvP world without interesting background and opportunities. Thanks, Archonious
  14. The reason why I ignore him =) Just do the same Thanks, Archonious
  15. If I'm not wrong, you can n8t create blueprint from craft which was created from it (to prevent resell). I didn't see anything about deconstruction. It is illogical (IMO). About ideas. 1. Maybe to create skills which give a chance to find blueprint from ship core (if it is not destroyed). 2. It looks not very real, especially when ships sizes could be huge. Piece by piece, yes. I think it must be one of the functions of shipyard. If it can construct, why it can't deconstruct? Again, it can be allowed after skill learn and shipyard upgrades. Thanks, Archonious
  16. Sorry, that I'm not living in your dream land. Who cares about ArkShip Safe Zone? It will be actual in early game. Later it will looks like rubbish dump.Bubble is just a shield. Everything is known - it would be poor defence level. And yes, I prefer base my view and opinion on experience (on similar games) and logic, and not create silly dreams like it was with "No Man's Sky" community. Thanks, Archonious
  17. Knowing overall players creativity level from other constructor games (not saying about exclufings, overall level), I do not expect to see anything amazing. Most often building is = function module + layer of armour. As result, we get box. Then why to have city? It will be more visible, it will be more known (?), and in the end it will bring more pirates and those who want to destroy it. Defence, as much it known is very limited and won't help that much (shield is cool, but it is almost impossible to balance it against 10 and against 250 players). How many big size functional modules would we have? If few only, then what the point to create massive structures? There are many questions. And once again, I'm speaking about overall player quality/target. I don't speak about ability to make tunnels under base to break it down easily (digging or explosions, whatever). So don't expect too much to see nice looking cities, especially many of them. I am very sceptical to cities and planetary massive buikdings, if NQ do not plan safe zones (with risk, with trade off, with control requirements and other). Thanks, Archonious
  18. You are not first day on forum, but welcome anyway =) Won't suggest organisations from your description, it is far too early =) Peacful organisations could become even worse than pirates, pirates could become builders and other. Don't forget big organisations contain ~90% unknown people who joined just to join =) Maybe I am wrong, maybe not. Time will show. But stay realist Thanks, Archonious
  19. Didn't read (from quote), but if that reduces stupid mindless PvP (kind of PvP) and add punishment for suicide, then I support it. Thanks, Archonious
  20. Range in SE is very abusable =( Mainly "Ship" vs "Static". And once again, everything depend on weapon size =) If to take SE, there are balanced mod weapons (big sizes) with 2km+. Also, is depends on size system. 1km in 2 different games could look very different. This question (IMO) need to be discussed in Alpha/Beta, we will know at least distance visualization. Thanks, Archonious
  21. he Long take down - long for how many players? For 10 or for 100? How to balance? It is VERY hard to balance actual number for no limited team game. That is a huge problem. If you make it balanced for 10, it will be easy for 100. If you balance for 100, it will be nearly impossible for 10. Now imagine 200, 300, 500 ppl raids of alliances (can't promise it would happens, but it is possible, isn't?). So I do not take shield itself as protection. It is a level of the defense, as far I know. https://www.youtube.com/watch?v=VVkbdfxiKxM (51:25) - "I'm not talking about protection bubble. BTW. Because those things will be a huge barrier that protect your things. Whatever is inside. And we are thinking about a mechanism that once they are (I guess attackers) destroy it, it turns in reinforce mode, last for example 48 hours, become indestructible and you have a lot of time to react." Something similar, but I find it brings less strategy and tactic aspect. You (as attacker) take down shield. That's it, you can not do anything much for next 48 hours. So you come back after 48 hours and start again (destroy shield or destroy base). Very linear. Of course, it is only my opinion, and I can compare with what I imagine after JC and NQ words. _________________________________________ If to speak about how it should be balanced (numbers, time and other) - that is NQ job, they make decisions like this. The idea is more about global conflicts. Since a big group of players (let say starting from 50) can allow to run this system, defend it well and plan a successful attack. Thanks, Archonious
  22. Yeah, you are right. But how long bubble can protect? Hour against one person, minute against 60 persons, few seconds against 200? If I'm not wrong, they still on discuss about protection (when shield going down), so nothing decided yet. But this is another point of view. Maybe NQ will like idea or some parts of it and as result improve something. I find this opportunity of game play improvement and for long term tactics (as defence, as attack). So if Org spend weeks or months to buikd trade station or home base, it won't be destroyed so simpy (while decision about protection when shield goes down not made, it is plans and fantasy only). Shield do not create safe zone for trading for example. It gives protection to the base. So trader 1 can kill trader 2 and loot him after trade. I could be wrong, I didn't see these shields in practice, I didn't test it. All we have some words and imagination (which is different to everyone). P.S: As an example of tactical attack. 1. Attack and destroy shields of support-hexagen. 2. Defence and TU destruction to start countdown. 3. Claim Territory to block SZM timer restore. 4. Defend your TU outpost. While defending, plan to destroy another hexagon if possible. 5. And some other strategy decisions. Fact is, this is not something for small few ppl groups. It is more global action. When one alliance siege another. Thanks, Archonious
  23. I'm not against and do not push any number. My vision is - big organizations (200+ as a team, as guild/clan. I don't speak about random crowd members as we have now) won't exist or functional well. Maybe 24h would be enough, maybe not (it also depends on space travel speeds). It is very easy to change. Overall, the idea is not in numbers, the idea is in functions (time to action - to bring allies, as an example). Thanks, Archonious
  24. SZM deactivates in 7 days if one of TU destroyed (by enemies) or deactivates instantly if TU demolished / dismantled (owner remove it, RDMS in help, so it can be controlled by 1 person-leader) This is to prevent abuse of "Build TU and instantly remove it (without resource loss) to get 7 days countdown". Anyway, that is a more technical issue and solution. This is an example only. Thanks, Archonious
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