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Archonious

Alpha Team Vanguard
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Everything posted by Archonious

  1. Limited, unlimited... both systems have PROs and CONs. But one thing I know for sure: If system is limited, then player need to have limited choice as well. I mean, to avoid situation "One-Man-Army" (in skill meaning, when player can do everything and expert in everything). Want player based economy, then must be massive variation of choices. Thanks, Archonious
  2. I don't think it is good idea to mix. It could be fine, if there would be experience level of actions. Separatelly from Skills. As example: If you have MAX experience: -Mining - +5% Ore -Refinering - +5% find rare crystals -Building - +5% speed to create -Attacks - +5% chance to hit/crit/"status effect" -Defence - +5% chance to dodge/ricochet/absord and others. So experienced players have small advantage. P.S: Personally, I don't really want to see any secondary system. But I understand, it can increase deepness of game knowledge/exploration for many players. Thanks, Archonious
  3. If I'm not wrong, it was stated in alpha testers conversation, as one of the answers. Maybe there is open answer in KS, I didn't check everything there.But as I said, it is not opinion, this is official information from NQ. P.S: checked our CAT conversation, there is nothing there... so information must be opened. Also, check thread about Alpha team. I'm sure I saw this info on website. Thanks, Archonious
  4. As it was stated above, alpha and beta are fully free. This is official information. Not sure is it in open source or not, but it was said to already known alpha testers. About amount of testers. This is overall amount, not online at the same time. Of course, it will require resources for running servers, but it is not something critical (I guess). Also, majority will leave alpha anyway. Some will be disappointed because game is not ready, some will be bored, some will get bad experience after own expectations. Won't be surprised, if alpha testers amount would be ~50 members after few months of running. Similar to beta, but not so big drop. IMO Thanks, Archonious
  5. To stay in rules range, tomorrow would be the last day to make your bet. So if you want to play our prediction game, this is the best time to say your word. Thanks, Archonious
  6. Do not play. And do not like it. Do not understand what could be same between DU and EVE at all (if to speak about gameplay, not communication). Thanks, Archonious
  7. Organisation type - Military Political model - Parliament/Senate Size - Medium Members Model - Ideological (same as organisation direction) Why do I create organisation? -This is way to make organisation I want to see. I would be 32 years old when game would be released. I already have some experience in clan management. I have resources (maybe not that huge, but anyway) to start projects like website and other. But one of the main reasons, history of my organisation was written before DU was first time published. It is very important for me. Why do I need organisation? -I am kind of players, who cares not about self only. I prefer to help, than destroy. That is opportunity to share my work progress with others. Second very important thing is communication. I may be bored of game, but will play because of people. Of course, that is not only the reasons, we can talk about this for ages. Main things are - together we are stronger, together it is more enjoyable. P.S: So if somebody has questions about organisation, you are welcome in my PM. Also there is info in Community site and organisations forum. Thanks, Archonious
  8. I think that is too much for 1 person))) So I gonna use the first number.
  9. You may change your number. Sorry, but I do not have $ amount on my kickstarter) And honestly, don't really want to check EUR/USD rates =) KS program in EURO currency, so it is easier to have EURO bets =))) Nothing) Just fun) At least until NQ create a surprise for us. But I didn't contact about that and won't do that. Just enjoy while waiting =)
  10. I would do it later. Too many updates now. I take number and use EUR, same as before with other guy prediction =)
  11. Hi, I know Kickstarter is very important for many of us, especially for NQ. But I would like to get some fun and start prediction competition) No prizes, nothing (if NQ won't assist). Target is "For Fun". What would be the final number (collection) on Kickstarter? I would say, let's run this until "Day 7" run out. So 4-5 days to put your opinion or prediction here. And we will check, who has the best skill of prediction =))) As starter, I would say "NQ will collect 565'000 Euro" So join, let's play little game before DU is not released))) P/S: Everyone welcomed! NQ join, be part of community) ChobitsCrazy - 515'000 € Velenka - 666'000 € (You put $, but I think it was simple mistake. So I use 666'000 €) guttertrash - 500'001 € Demonneo - 607'012 € DaphneJones - 696'969 € GalloInfligo - 713'237 € Muttley - 560'001 € Blacksythe - 543'211 € Lau2356 - 551'235 € Schoff - 975'431 € Code24 - 600'024 € Comrademoco - 525'000 € Astrophil - 555'555 € Kryfulli - 575'000 € Shynras - 499'999 € (throw tomatoes in this guy. I'm joking) KingNazar - 517'000 € Falstaf - 1'000'000'000 € Jeronimo - 502'683 € Shogun - 572'742 € DaSchiz - 562'000 € BoilingSeas - 540'000 € Lethys - 654'094 € Alsan_Teamaro - 777'777 € Atmosph3rik - 800'001 € yamamushi - 523'000 € Villspor - 666'000 € VioletBannana - 570'000 € LurkNautili - 653'155 € Danger - 612'795 € wizardoftrash - 600'015 € UnderhandAerial - 640'000 € Dhara_Elysande - 555'556 € Thanks, Archonious
  12. This group was created in far 2014 year =) RTC was Russian clan (before clans in game) of Robocraft game. We already left it and the team was disbanded, but group still exist. VK is not necessary site/group to join. Main communication would be in Discord. Website can be created in future, if it would be necessary/actual. So if anyone want to join, no worries about that. Join Discord even if you don't plan to join the organisation, we will be happy to talk/discuss some news or gameplay. Also it would be the best way for diplomacy in the future (I know many build it even now). Thanks, Archonious
  13. "На правах рекламы" - https://board.dualthegame.com/index.php?/topic/8928-robotechcorp-international/ Будем рады всем адекватным игрокам)
  14. That is really promising and great))) Hope to see something like that in future. Thanks for quote. Thanks, Archonious
  15. Yes, it feels unfair. But these players (I am one of them) make this game more and more real. We gona work on this project improvements (true, some of testers will try to play and probably will be disappointed, but we are testers, it is work). So that is very little reward. It will be a pay-back for our time and financial support. I'm not against that and won't cry if Dev will remove this option. Thanks, Archonious
  16. That is proper understanding of situation. There must be regulator (on NQ side), which make emissions if it necessary. Thanks, Archonious
  17. If I'm not wrong, you can not deconstruct, if you don't have permission. If you working with your construction, then it is not a problem. I can't say for sure, is it good or bad, to make destruction only. Alpha/Beta will explain more. There are PROs and CONs in both systems of deconstruction Thanks, Archonious.
  18. Troll is back... ok... bb... nothing to talk with you again...
  19. pinky, I don't even want to read everything =) If you think money come from air, than I would laugh in your face =)
  20. Economy require permament money supply. Yes, it must not be so huge as in WoW, it can be balanced very easy. As exampe, NQ has counter of active money, as soon circulation of money drops down (average on total players amount), NPCs get limited amount of money to fill up the gap. WoW's issue is that, they do not have enough money remove from game (repair and tax on auction mainly). But income from farming is HUGE. This is massive disbalance, but they need it to force some players go forward in updates. If DU economy will be closed and won't have any money remove, it will make pain in ass for DevTeam. 1. Amount of players (more players, more money need) 2. Amount of players who left the game (more leaver with money, more money need) 3. Amount of money in treasures (not 1 org, but all players) (more money in hold, more money need) 4. Long time play, demand grows only (as bigger projects and research level, as more money economy need). That is only 4 factors which require money emission. If it won't happens: 1. Every player won't have enough money (100 players with 100g = 1:1, 10'000 with 100g = 1:0,01) 2. Total amount of money going down. (If every leaver has 1g in pocket, 10 leavers remove 10g, 1'000 leavers removè 1'000g) 3. Similar as No3. But it can grow more and more. 4. If my demand in early game is 100g, in late game it could be 100'000g (bigger ships as simple example). So with fixed amount of money (NOC removed, no emissions) economy would have troubles very soon, but hopefully it will be easy tested in Alpha. Game require money remove. Why? That is balance process. If Dev can see average money use and make emissions, there must be process which will stop: 1. Treasures unlock (massive money increase, need to stop emissions) 2. Reduction of player rotation (less leavers, less new players) So it would looks like: -Total amount of money (active money) goes down (taxes, some parts could be bought from NPCs only) -NQ add amount of gold to NPCs -Something happened, orgs open treasures, more money on market -NQ do not make emissions, money start go out from game (tax, components, other) -Progress going forward (overall prices going up, NQ need to have counter), demand is growing -NQ add amount of gold to NPCs Overall, prices display inflation and deflation, both are bad for economy. So NQ need to have regulator. As in real life, healthy economy has ~1% of inflation, that is progress demand increase (in basic words). Players can not balance economy without emissions and non-stopable money remove from the game. I hope NQ has somebody who understand economy very well. Otherwise we will learn it all together =))) Thanks, Archonious
  21. I don't know how everything will work, but I would like to see opportunity to steal ship if: -No respawn unit on ship left -No Core unit on ship left -Player do not control ship So if all 3 requirements are true, then anyone can take ship and work with it: -All parts must be re-owned (As simple way, ship need to be hauled to player shipyard) -Shipyard re-own all parts with fixed speed (fast or slow, that is Devs decision) _____________________________________________________________________________ Of course, it can looks bit different, but I would like to see something like that. This would make reason to attack some ships. Thanks, Archonious
  22. Another thing about comparison. EVE and DU / PLEX and DAC. EVE allow player buy ship instantly, so PLEX could be easy named as "Pay to Win". DU allow sell DAC for "ingame money", then buy resources and modules (if there are enough on market). Then player need to create ship from blueprint (which will take ??? time). Yes, it looks like small difference, but how many resources you need to create ship, how many modules, how many rare parts, how many basic resources for armour? Player need to know, player need to buy, player need to carry (under question). How long it will take time to create big ship? I don't think few minutes. So I won't call DAC Pay-to-Win. DAC is Pay-For-Time / Pay-to-Skip (save time, no grind). Same as players want to pay for "Jobs", difference is payment method only. Thanks, Archonious
  23. It sound like, you found known words in text and wrote opinion about them. 1. There is design feature only. Player do not create ship, player create blueprint. Simply to say - Design 2. God Mode is example about movement while player in designing window. So players moves freely. No jetpack, no acceleration or slowing down. 3. About crafting overall, it will be like in Minecraft, no weld/grind, it will be place or remove. (Maybe opposite was stated somewhere, I didn't see. But all videos make that expresion). Thanks, Archonious
  24. Hi, NQ very often speak about nice looking ships. But after I played Space Engineers survival mode, I realised that it is hard to build something nice looking if you do not have solid plan. Even if you have it, there are lot of rebuilding and resizing durring the process. It is real pain in ass for many players (if not for all). If to look for some requests, people require something like "Creative Mode". It is very necessary for many of players, to create something nice looking. But since we would have only one world, it is impossible. But I would like to share my vision, what can be created. Designing Facility - what is that? -This is end game block, similar as Respawn Unit or territory Defence Unit. Expensive and available on high levels of researches. What is main task? -Designing Facility is special programm which allow to design and create blueprints. How it works? In my vision, player enter program (yes, this is like sub world, but physicly player still in global one-shard world). This program looks like infinite surface*, no walls, no roof. Only floor. Visual example: As soon player enter this programm, he/she can use all sort of items and blocks (if they are available to use - unlocked (if game would have locked items)). No resources needed to build, everything for free. This can be fully client side, because player do not produce anything at all (NQ knows more about server side and client side, so I leave it for them). So player can design any size, any ship or building. Move object up and down (necessary). What is player control in this program? -Player moves freely in this surface area, like in god mode. I'm not sure will it be available fly through the object itself, this is question about game opportunities. What happens if I want to make blueprint? -As soon object is ready, player can create blueprint (will it be for free, I don't know). It works similarly as making blueprint from ready ship. As soon blueprint is ready, player will need all necessary resources and items to create it. Can I uload blueprint to make some changes? -I think, if system like this can create blueprints, it easily can upload players blueprints for upgrading. _____________________________ * - block could be upgradable. For example, level 1 allowes 50x50 (meters) surface, level 2 150x150, level 3 500x500, level 4 2000x2000, level 5 unlimited. When every level is more and more expensive and require more energy to run. The main goal, to give tool for creative people (and not very creative) to design nice looking ships or building. If you are designer, you must know, that final version of object require a lot of changes durring process. So that's why, designing (nowadays) is digital and only then physical. Thanks, Archonious
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