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Supermega

Alpha Tester
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Everything posted by Supermega

  1. @Hades I never say that it was, I stated the many other aspects of the game besides building, if you read my comment. Also, I've stated many times before that the game will be shaped my the mindset of the player base, because thats the nature of a sandbox.
  2. Dual Universe is a Civilization "BUILDING" MMO, as stated by Novaquark. It has many gameplay mechanics including voxel building ships, making habitats, and stations, Mining, Crafting, Manufacturing, Exploration, macro and micro Warfare, Territory control, etc.... This is the impression players are getting from this game. pvp is not the end all be all of the game, its only one, of many aspects of the game.
  3. @Hades I'm not sure why you think that, so far most players seem to be very eager to do things for themselves. Like I said before players aren't' naive, they know what this game will be. The thing about sandbox games it that's by giving player freedom, you also inadvertently give players the power to define what kind of game it will be in the end. So, you're solutions aren't solutions at all. Most players will be in organizations, and most players will be in a group of some kind because you'll need help working on big projects. The problem with your proposal is that, if a player has to spend all there time forming and running a Security Organization, and all there time chasing around griefers solo or with org mates, or all there money paying Merc's to do patrol and be bodyguards.... Then they wont have much time or money left to do the things in the game that they really want to do. Also, I knew you would miss the point about the quote that I highlighted, so I'll clarify. it says "pvp will be possible when you step out of the safezone" , what it does not say is that pvp is mandatory to play the game outside the safezone, it also does not say that everything outside the safezone is a PVP arena, like a theme park MMO. So, as I said before, this game will be defined by the mindset of the player base.
  4. So the impression is that Dual Universe is not a PVP combat driven game, like other status quo space games, it is a player driven civilization building game. PVP is only one of many game mechanics in DU. Also, I think many people are looking past the fact that this game has an extremely Advanced Voxel building system. like wow its pretty impressive. An so far, the Voxel building is the most in depth and notable feature of the entire game. Its the thing that Novaquark is spending the most time developing, making combat a secondary thing (not less important, just secondary). Which makes sense for a game focused on Civilization building. People aren't naive, they understand this game will have weapons, and combat, and you can run around killing each other if you choose to. I think players are concerned that this game could turn into a PVP gankfest with no depth or substance. I think most Players are showing increasing interest in this game because of the Voxel mechanics, civilization building, Macro based warfare concepts. There are many things about DU that sets it apart from most space games. But, Griefing is a valid and reasonable concern, when you look at other sandbox games. It happens way to often in the gaming community, where pvp players show up and turn ever game into a combat focused game, even if that wasn't the developers goal. An, that usually causes a mass exodus as the player base gets fed up an leaves, and the only thing left is pvp, gankers, and trolls. Even in games that are 100% PVP focused, you still see this problem where griefers will abuse the mechanics and then laugh and say "hey this is part of the game, deal with it", and Developers have to backtrack and/or add additional mechanics to balance things out. Right now Novaquark seems to have put allot of thought into how they plan to implement things. So, I'm not concerned with the development or game mechanics, I'm more concerned with the mindset of the player base in this game. So far, most of the people I see and talk to seem to want to just have fun, and are drawn to idea of building and exploring, and that makes me optimistic.
  5. @Felonu I couldn't have put it better myself. That's one of the main things that drew me to the game, is that in most interviews JC never really talks much about combat. Even when asked about combat, its more of an after thought, compared to all the other features. Its a stark contrast to the way most space game developers talk. Even on the website, the first thing you see in BOLD letters is "Dual Universe: THE CIVILIZATION BUILDING MMO ". You have to scroll down 7 pages, to the bottom, before it even mentions combat. An even then it doesn't says free for all PVP combat, it says Warfare. I think every player understands that you will have the ability to kill each other. But, I don't think free for all PVP is Novaquark's main focus for DU, based on what they say. Ultimately, it will be the mindset of players who shape this game. @Captain Jack The way I see it is, civilizations can only be build if there is stability first. You can't build on unstable ground or in an unstable environment. Scenario 1: If players have no way of securing there build site an resources while working on a project, then what will happen is 90 percent of the player base will stay in the 1 crowded safezone, and the whole Universe beyond the safezone will become a PVP gankfest, with nothing but bases used like combat arena's for PVP. An eventually, gamers may feel DU is no different then other space games, not worth the monthly fee, and move on to another game. Scenario 2: If players have access to good defensive systems (Shield Domes, Ion/EMP cannons, enemy/weapon detection, land/space Mines, etc..) and not just guns, then it should create a good enough balance that players can actually build civilizations outside of the safezone. Grouping up in a Organization doesn't help most of the time, Because you're friends/org mates aren't always online, and if you have to spend most of you're time chasing away griefers, and most of your money paying for protection, then you have less time/money to do anything else. I'm very curious to see what DU becomes, because regardless of all the game mechanics, every MMO is shaped by the mindset of the playerbase.
  6. @takao Thats how I imagine Hacking would work. There isn't much official info about the Hacking system and how it will works in DU. So I want to get more details before I comment on that functionality.
  7. @ShioriStein @Takao The Xray device is a cool idea, but it seems like it would add unnecessary complexity for Novaquark to develop and implement in the game. An having the ability to see into someones inventory, is functionality that just begging to be abused. The Metal Detector is a cool idea, but I would make it able to detect weapons, not just metal. basically an Element that if a player walks through, it will sound an alarm if they are carrying any weapons. An give the ability to specify which kind of weapons would trigger it. so like it can be set to only trigger if a person has a firearm, but not if they have proximity mines. I do not support any form of hacking, its basically a system that will be abused. Giving players to much access to elements in the game, and other functionality, is an open door for Trolls. Novaquark will have enough to deal with in terms of blocking Cheaters and Bots trying to abuse the game. Also, hacking cuts off certain gameplay mechanics to none programming players, and JC has been clear that scripting is meant to add to the gameplay, not cut it off to certain players. I still like the original idea presented by @Cronael , there is already a detection field type device in the game. All Novaquark has to do is make it able to detect when weapons pass through. This works best because you can link it to other elements, and have it act as a trigger. Example, link weapon detection field to an energy bridge, when a player with a weapon passes through, the energy field activates blocking there path. Weapon detection field can have so many good uses in the game.
  8. @0something0 All good points.To add to that, There is also the newly discovered quark fusion reactions. Scientist have found that quark clusters with heavier B Quarks, when fuse together release about 8 times as much energy as standard nuclear fusion. Which makes it viable as a power source, or possibly a propulsion system. Lightning strikes is a natural phenomenon that produces antimatter, it happens all the time all over the earth. Basically, gamma rays created by lightning strikes split nitrogen in the atmosphere, producing neutrons, and positrons. Based on that, it could be replicated under the right conditions, and certainly be a viable fuel source, or propulsion system.
  9. @Cronael I agree with you, and understand your intention. I think your idea would be a brilliant game mechanic, that could be useful in so many ways. but we'll have to see what Novaquark does. And your right, some people just want to see the world burn, and destroy everything just because.
  10. Maybe the Black Ops player planted a stash of weapons before the sensors where put in place, maybe the weapons where in storage and belonged to that Org, or maybe the weapon stash was put there specifically by the player that was paid to leave it there. There are a variety of scenarios, but I just imagine Black Ops is something that would require a bit of thinking, and planning a head, something that requires real skill to execute. I just thought of another scenario, a Black Ops player could have someone trigger the sensor on purpose, to draw the attention away so they could sneak by. If there is a way to exploit or bypass a system, everybody will do it. This happens in all games, if you told players that there was a legendary weapon in the game, It wouldn't matter how hard, or how much time and resource. Every player will would eventually get one, either by doing the quest, or buying one, or stealing one from another player. I think its ok to have limits, in favor of keeping the game fun and balanced. There are are already things there were shown that don't have a counter to it.
  11. I think game balance and fun gameplay is more important then Black Ops. The sensor is a passive device, so it doesn't prevent a player from using there weapon, or other devices. But, a sensor like this would not interfere with Black Ops anyway. If someone truly wanted to do "Black Ops", they would infiltrate the Org, and get the necessary access to deactivate the sensor, or pay someone on the inside to deactivate the sensor and look the other way. Although I suppose if a player were really good a "Black Ops" they could easily find a way around the sensor, to complete their mission. If anything, going in without weapons would make things more fun and interesting, like a Hitman game or something. Maybe the player goes in unarmed to get pass the sensor, then heads straight to the weapons stash once on the inside. The main issue is that, if there a way for players to bypass the system, then they will. An with everyone bypassing the system, it becomes a useless game mechanic.
  12. @Cronael I like this idea, would be a perfect device to have for high security buildings, or public sports stadiums in-game. They already have a type of area proximity sensor, so it shouldn't be to much of a stretch to make it able to detect weapon systems. I don't think people should be able to trick, or get pass the sensor undetected. Because that would make the sensor completely 100% useless. Instead I would make the sensor destructible. So if someone wants to get past is they would have destroy it.
  13. @Eternal That would definitely be amazing, I hope to see cities like that being built in the game. would be my go to spot lol.
  14. @Felonu @Forodrim I agree with both your sentiments. I'm hoping the defensive capabilities available are good enough that the game isn't just one sided in the direction of combat. Gun Turrets are great, but that's not really defense, more like counter-offensive. So, I'm hoping Novaquark implements things like area shields, Radar that detects players/vehicles, and similar things the enable more defensive strategies. For most MMO's that stand the test of time, its usually due to the none pvp related activities. The overall premise of Dual Universe is rebuilding civilization, and I think that will be the main draw for most player's, who will take an interest in this game.
  15. Those are all amazing, I can't wait to put my drawing and 3d art skills to use creating designs. Please, keep them coming
  16. So, I've been wondering what type of look or style do player organizations plan to use to represent their empires, or player groups. From ships, to stations, to buildings and structures. A unified look of a organization and/or Empire could be important to stand out in the crowd. I think it would be cool if player's established a unique design style for themselves, that becomes iconic in the game. for example, The Forerunners from Halo had a ethereal style with a juxtaposition of polygonal shapes and strange glowing features. The Empire from the original Starwars, had simple but pronounced geometric shapes like Triangles, Sphere's, and hexagons. With basic neutral colors like Black, White, and gray's. The Ancient Roman's structures where driven by Dome's, usually supported by Pillars, and Arch's, and incorporated many religious motif's. What kind of design style will you're empire, or player group be known for? How will you stand out in that regard? Or if you're a builder/designer, what type of designs do you plan to make?
  17. Hello, I am new here, but I hope you guys/gals don't mind if I join the conversation. I am very excited for this game. So, I had 2 ideas for a linear rail system that I would like to share. My ideas are based on the way the game currently works, in its pre-alpha state. The first idea uses Elements, and the second idea uses a Dynamic Construct. IDEA 1 The first idea uses 2 new Elements. A "Platform" Element, and a "Rail Sensor" Element. Basically you would place the Platform Element anywhere you want. Then you would put down 2 or more "Rail Sensors". The first Rail Sensor would be the starting point, and the second Rail Sensor would be the ending point. To activate the rail you can place a button (or other Element) on the Platform. Then link them together. The same way you would link a button to a door opening. Also, you can add as many Rail Sensors as you want, as long as they are linked to the Platform Element. Here is a link to an animation I did to illustrate my idea. https://imgur.com/a/aRwzw IDEA 2 Now my second idea uses dynamic constructs (this is the in game component used for vehicles/ships or things that move). But, you will also need a new Element I call a "Rail" Element. So, First you would deploy a dynamic construct. Then you can use voxels to build a platform or structure that you want, it can be anything since you're making it with voxels, the same way you make a ship. Then place the "Rail" Element on your structure. after that is done, just place a "Rail Sensor" for the starting point, and another "Rail Sensor" for the ending point, like before, Then link the "Rail Sensors" to the "Rail" Element. Because the structure you made is a Dynamic construct, it will move from sensor to sensor. Also, you can link a button, or any other Element to the "Rail" Element to activate/deactivate it. Here is a link to an animation I made showing an example. https://imgur.com/a/mI1Jb On top of that you can also use LUA scripting to enhance the way the rail moves. Anyway those are my 2 ideas.
  18. Rails are definitely needed.
  19. Thanks for the info. At this point I think I've absorbed everything I can possibly find on Dual Universe, I wish I could participate in forum discussions, they really are interesting, because all I can do now is just wait. I really hope that Jessy can do a Development Diary for this month as well. How, I found this project was via a forum I was reading on another space game. Some one posted a comment asking peoples thoughts on Dual Universe, I didn't know what that was, so I looked it up on youtube, and the rest is history lol.
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