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CoreVamore

Alpha Team Vanguard
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Posts posted by CoreVamore

  1. On 12/13/2018 at 10:09 AM, DaphneJones said:

    The universe is going to be pretty tiny until we get FTL. 

    Small? Every vid ive seen shows Alioth to be pretty damn big. Add in the other system worlds , asteriods, moons etc I think tiny is the wrong word to label the initial 'play field' that will be open to all.

     

    This in itself will not guarantee the absence of unwanted attacks, but, will help to reduce it.

     

    And this whole thought of being attacked the moment you leave a safe zone can be reduced very easily.... dig under the attacker!

     

    Thats what a sandbox is all about  ;)

     

  2. I think its an issue these days as people think an Alpha build of something, and a pre-release version of something, are similar things. But they aren't.

     

    In the software industry Alpha has always meant that the piece of software (or operating system for that matter), is more than just buggy, its more likely to crash and burn, more likely to do stuff you didnt intend when hitting 'button z', and is full of missing features etc etc.

     

    Whereas pre-release basically means its either Beta or Gold, i.e. almost the finished product. So a user can expect the game to be playable with most issues and bugs already handled.

     

    As you can see there is a huge gap between the two levels.

     

    Have a look at some of NQ's vids on the YouTubes to get some idea of game progress, and the word here is progress - not finished game.

     

    So cheer up, as you can see whats been achieved so far does look good ;)

     

    And you can play it now. For me Im waiting for Alpha 1 to be release within the next week or two, which is the level I subscribed into. Its going to be a fun adventure :)

     

     

     

     

  3. 29 minutes ago, sarbonn said:

    I don't really understand the pre-alpha periods. So, is the game not being played for any time that doesn't fall into the few hours of pre-alpha they have? As a patron, am I pretty much waiting for the game to launch into alpha before I can really start playing it? This isn't a complaint. I'm just trying to figure it out.

    Pre-Alpha is open to test at certain days/times defined by NQ. Basically thats when we can access the server.

    Alpha 1/Alpha 2/Beta: These will likely have longer and longer server access times to fully test both client code and server code.

    Final release is not expected for about 2 years (Might be shorter, might be longer) - at which time the server should be on 24/7

     

    Remember at this early stage of the game we are testers and bug hunters and bug reporters. This is always the way with any software that is in development. Please dont think that gaining access means you have a 100% complete game, ready to play, without bugs - its our job to make it that way ;)

     

  4. 57 minutes ago, MaltoSigma said:

    Ok yeah, so rdms can also disable the nanoformer.

    And you can build multiple static cores and you could also have different rdms on these.

     

    The idea in this thread (if I understood this right) is to extend this system with skeletons to attach to the cores to give players more freedom to create systems (like renting), that could basically manage themselves. Which, as I would say, is a bad idea, beacause it would further promote hierarchic social structures and make the game more boring.

     

    I think the plan is that multiple levels of RDMS can be set up, for example:

    1) Full Control (builder/Owner)

    2) Manager - can assign rooms and user voxel add/remove rights

    3) Renter - can only go into rooms assigned to him/her and can only add/remove their own constructs in that room space.

     

    This would enable control of a building by the owners and freedom to express by the renters.

     

    I believe NQ envisions that the RDMS can be setup however the corp and/or owner wishes, it can be super pyramid shaped, it could also be flat as a pancake. There is no "One Way" to do it ;)

     

  5. Just now, Sophia ❤ Foxy said:

    Wait until someone claim all 6 hex around your city and no one in your city can get out

    And wait until an org camps your base all day long, kill you again and again everytime they see you until you quit

    And wait until an org camps the starter planet and kills everyone that tries to get out

    Wait until an org finds your temporary resurrection node in a pvp zone, kills everything except that and force you to repeatably spawn and gets killed

    the list goes on...

     

    People need to realize that without a rule, a game fails quickly and soon you will have to find your own friends to kill because no one's left to play with you.

    People who calls those anti-griefing system "nanny system", are the ones who wants grief everyone, but cries so hard like a baby when they get griefed, or if they have to do any kind of pve grinding to get to a state when they can properly pvp, I usually call them the "pvp kids"

     

    If you are those teabaggers who called the enemy "noobs, ggez" after a matchup then I don't have anything to say. This is DU , some are here to play, have fun and enjoy the game, and some are just here to commit crimes they can't do in real life and they are the first I will block if such feature is implemented ;)

     

     

    If you want to cause chaos, sure, you can certainly do that! The "Nanny System" isn't going to stop you from doing that, but you won't 100% get away with every destruction you do, like hit and run ;)

     

    Some people here assume I am a griefer when in fact I am a builder.

     

    Nanny systems can, and do, get worked around, and in the end can give a false sense of security. "The system said he was good then he killed me - or someone did...."

     

    I used to play Eve. I discovered that it's a tough game, not for the faint hearted. I wont get into super detail, but in it are three levels of space. High Security Space, Low Security Space, and Null Security Space. In High Security space there are space cops that come to help you out if you are attacked by any player. Players are marked by a system similar to what you are suggesting. So you would think that High Security space is the safest part of Eve. On the contrary its the most random and dangerous. I know this because I went to what some in Eve consider as the dangerous parts of Eve, Null Security Space. There I found organisations that protected and self policed their own patches of Null Sec. These orgs spread intel on who/what was in what systems - basically what was coming. Knowing this players could react in appropriate ways. Builders would get safe. Warriors would get into their attack ships to defend their turf etc.. In these situations corps marked other players/corps as either friend, neutrals, or enemies to be Killed On Sight (KOS). This way you knew who your friends were, for the most part anyway. (Always be a tad paranoid - it will help you survive)

     

    The bottom line is that even though having no cops, and where a nanny system became irrelevant, it was the safest part of Eve. I ended up viewing High Security space as the lawless one, the most random one, the one that could get you killed without provocation. In Null Security space you had a much better idea of friend, or foe.

     

    And....

     

    The upside was that all the big battles, all the major movement of players, resources, bases, etc happened in Null Sec space. Yes it was, in theory, the most dangerous space, it was also the most fun, the most engaging, the most challenging.

     

    Yes, battle fleets could show up, and due to their corps size, field ship after ship after ship to blow players and resources to the wind. And sometimes they did it for weeks and months. This type of thing could be done for by them for training, to lower your solar systems ability to fight back, sometimes for just shits n giggles. It wasnt really viewed as griefing (just annoying lol). You still learn how to live in such a situation. You adapt. You get better. And as a builder sometimes, just sometimes, you learn how to fight back.

     

    This can challenge you, Definitely! This can be a pain in the ass - most assuredly. This can bring you to tears (I never cried - honestly ;) ).....

     

    But in the end its lots of fun, long time engagement, not just a game you play for a few weeks/months then drop. Thats one reason why Eve has survived as long as it has.

     

    So yea, I think the safe zones/sanctuary worlds that NQ is building into DU will be enough to keep people who want to be safe, safe. ('Criminals' have a right to be safe too. - keep in mind one persons terrorist is anothers freedom fighter.... ) Then there is excitement for those willing to take the risk, and get the rewards, by going outside of those zones. Knowing full well they may be attacked, but, with enough friends as backup, they will also know that if attacked they are perfectly free to fight back. Again, and again and again if need be. And yea, that can be scary. But there is nothing like charging into battle knowing you will likely die, lose your hard won ship that you probably built,

     

    but....

     

    your heart is racing, time slows, palms moisten, and at that point you realise "Shit - this is hell fun!"  :D

     

    Cheers

     

    CoreVamore

  6. On 11/13/2018 at 12:49 PM, Sophia ❤ Foxy said:

    You could obviously avoid violence easily by making deals with the organized syndicates but it's the lone wolf griefers that's the key of total chaos, let's see how NQ is going to tackle this problem as space griefing is hard to define and hard to prosecute

    There is no griefing.... i really dislike that term. There is the attacker and the person/group being attacked. If you are atracked you either try to run away, stand your ground, or fight back. This has been the topic of multiple threads in the past. People need to realise that game like DU and Eve are not nurseries, not padded rooms to keep you safe. These games are for the hunter and the hunted. The gangs and the armies. The warrior and the builder. All compete in their own way. Heck you could even have a commune org that could, if run properly, be a dominant force for good -or evil (that really depends on what end of the barrel you are looking at.

     

    So rejoice! Forget the nanny carma system (as good as it may seem in the end it can, and will be, circumvented.). Embrace the unknown. That enemy might end up heing your best friend. That loyal org member who you thought was your friend, might steal all your orgs assetts. The sky may darken as a hundred invader landing platforms move through the sky heading directly for you. Revel in the accolades for the best ship/building/toilet/etc in DU.

     

    Its all possible.

     

    Its all exciting.

     

    Its all terrifying.

     

    Just like life.....

     

    This is DU  :)

     

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