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MookMcMook

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Posts posted by MookMcMook

  1. You guys are OUT-THINKING YOURSELVES here.

     

    Number 1: They're boot-strapping the development of the game in tandem with the growing population of players.

     

    Think about it to make sense of what that statement means:-

     

    DU is the "Civilization Building MMO": Where FORM = SCI-FI + FUNCTION = VOXEL GAMEPLAY are merged together.

     

    That's the game! It is being built right now via the dev tech at NQ.

     

    1) That is going to be huge huge gameplay creativity space. So do it.

    2) That means safe spaces to advertise that you can just get on with building by finding a place in these things as per advertised (see the title again).

    3) This core gameplay will be available SOONEST. This is proven whatever anyone wants to say eg pre-alpha early...

    4) It will take time to mesh systems on top of this, a lot of time and iteration to get a balance.

    5) The space taken by these safe places is TINY compared to how much MORE space/land there is elsewhere: Absolutely they're going to provide tons of space for people who just want to build. Relatively they're insignificant.

     

    Personally I envision a day years ahead where these bootstraps are no longer needed: The whole player base will have developed player-emergent interactions that self-organize some accommodation or other for builders, OR/Same thing, everyone gets over their own hump and realizes DU will work just fine in whatever way you are interested in. Then and again these things could become some raging success story... and who knows where that will take us...

  2. 22 minutes ago, Kregon_Tempestus said:

    Just holding your hand and suposedly calling that mining for me personaly is totaly non-imaginative ,we really need some more diverse mining power tools and such!

    And also if that is true that there will not be any ship mining equipment then this game for me is already doomed to be boring!

     

    Again , plz Devs reconsider and work on some diverse mining , building and even healing injection tools sets!

    It's too granular for current development: Sounds like "death by a million cuts" adding in every small peccadillo. Give NQ more time and ask again. As it is Nanoformer device is all the cosmetic you need for voxel manipulation which should be brain-stimulating enough without icing on top. Then again if NQ make guns maybe they can make mining equip too?

     

    I don't know about ship mining: I thought there was going to be a career for mining and skill-training the player: How that then moves onto how the player who has skill-trained mining actually does it: Using ship equipment or BASE-BUILDING more likely with specialized equipment/machine? Idk. But the main principle is that it is not automated but requires player activity.

     

    You'll find mining an interesting game play option considering all the planetary bodies and associated space bodies are made of voxels...

  3. The video is really spot on pitch for "backing the vision if you like what you see and we're showing you what you WILL see."

     

    Really good that it's informative-oriented in style and emphasising info + showing (not glossing over).

    I bought a 2nd hand bike this week. I aim to back for A2 next week at a respectable 60 after my paycheck clears.

     

    I think at that rate, it is a good and honest vision to pledge to support with some benefits thrown into the price/value of the transaction. That is essential for the category "pre-pledge/pre-payment" before a product is fully made/manufactured for market.

     

    Thank you very much NQ and I hope the pledges inspire your work further.

     

  4. 11 hours ago, Star Explorer Catptain said:

    Hi, as being a non funder of this game, I been keeping up with the news and i havent not seen any news or any updates about the game for three months now, just wondering if everything is ok.

    You're not missing anything as the game is in Pre-Alpha which also means an NDA is in place. Check back for the Supporter Pack Announcement coming very soon (there will be some video footage to go with it too, worth watching). And then probably just wait for Alpha when obviously given the above we can see more footage from the game.

     

    Pre-Alpha is working on the server performance to handle more players and longer, is the drift I get from the current dev communication and to also ensure when it hits Alpha, footage is representative of the game in a positive light to ensure positive initial impressions.

     

    Some of the current backers who are testing the pre-alpha have gone quiet on the forums: Probably a good sign. :huh:

  5. Thanks for the clarification. I guess the idea here is a a better version of the nanoformer on a construct not for voxel creation but voxel destruction (or least feeding such into the back of the construct for replacement in larger and faster quantity)?

     

    The use of such would be to re-adapt the landscape back to closely fit the surrounding ground and remove "eye-sores" and waffle-crater landscapes etc.

  6. Quick Question: Is this TOPIC added to the TRELLO system already?

     

    Namely: Is there a gameplay function/system  for "cleaning up environments" via voxel changing planned?

     

    If not, would it be a good suggestion to add? If so, how does one submit such an idea to TRELLO? Does one have to be a pledged tester currently?

     

    I noticed in that blog it made no mention how ideas get put onto TRELLO in the first place.

  7. 20 hours ago, blazemonger said:

    Actually the point he makes is a valid one and relates to the topic of the thread. How do you see having a forced 45 day 'tutorial' when players are expected to come in and pay a monthly fee? Unless NQ allows for a trial period the duration of your tutorial the suggestion is not viable to begin with.

     

    While it needs refining, the existing tutorial is fine and should be enough (no details because NDA). I actually like the EVE-esque style of "Here's the basics and how to do it. Got that? Good, now piss off and figure this out yourself"

    I agree.

     

    1. Orgs will make tutorials anyway... at some stage and maybe even in-game tutorials via lua.

    2. Pure survival game mechanics are too granular and not good at scaling. Whereas converting various inputs eg food into macro economic factors does tend to scale effectively for promoting mass scale interactions. Other survival mmos are grindy too with not enough uptick in fun for such grind.

    3. Players need to having fun asap and socializing postively asap too.

    4. Subsequent arkships for new starter zones seem likely in different areas in the future.

     

  8. 12 hours ago, Reptoks said:

    So, anybody watch anime?

    Like Gundam or something?

    I found a couple of interesting ones in the last year:-

     

    * Wolf and Spice: The economic discussions are fun. The Wolf character: First the translation is ve to English is very good as the articulation is very strong and the voice-actress is sincerely superlative conveying the wit, poise and sass of the character. I usually prefer listening in Japanese with English subtitles so this says quite a lot about how much I enjoyed the language in this one.

    * Children Who Chase Lost Voices From Deep Below: The animation quality mainly an the imagery are all very arresting amd very high quality.

    * Wolf Children: The story is charming about kids obviously with a fantasy twist, simple tales like this often work best I find.

    * The Girl Who Leapt Through Time: Again the every-day-setting with solid animation of ordinary things, very satisfying.

    * The Garden of Words: Felt the most satisfying visually and in terms of temp and pace: A small vignette of a story that could be one of those invisible stories that happens all the time.

     

    I often find most anime tends to lose it's form and structure either story and/or aesthetic rules. So these above felt a bit like shining stars by comparison.

     

    9 hours ago, PyroTechnica said:

    I prefer sitting lonely in my bedroom

    Alone or Lonely? One would tend to choose to be alone as opposed to ending up lonely. I prefer to be alone for example after dealing with large number of people, in a day!

  9. 1 minute ago, GhostProtocol said:

    Lol.

    I love fanboys.

    Listen. I've been playing Eve,(on and off, but still) since 2005. I love Eve, but, no matter how many of you run screaming to it's defense, it's the past. Yes, it's doing ok now. And, if they do what I suggest(Eve 2.0) it could easily surpass DU/SC etc. But stop acting like anyone who DARES to offer CCP/Eve criticism is uninformed ;)

    Touche. And with a wave of your magic wand: "Eve 2.0"!

     

    Try a fencing sword next time, my friend. :)

     

    EVE is built around its economy and conflict. It's probably a very different game than DU will be. The reason they're compared is because there's so few "true MMOs" ie at scale, that EVE is alone and DU might add to that list. So I still think there's plenty of space for EVE in the future and talk about it being in the past are "greatly exaggerated" to (mis-)quote Mark Twain.

     

    The utility of this argument is not "having the last word" or "winning"; it's to provide CLARITY and CLEAR WATER/SPACE between EVE and potentially DU on the one hand and other completely separate genres on the other hand SC, ED, NMS etc etc etc...

     

    That is useful information because it's accurate and helps people make better informed decisions about how they want to spend their leisure time.

  10. 26 minutes ago, Warden said:

    I was never an EvE expert, nor did I take part in huge battles.

     

    But I'd think Star Citizen (SC) still needs to rely on "relatively massive numbers of players" eventually. While it's not the case now, I do clearly remember statements of eventually boosting player numbers per local instance and them even having done so in the last few major versions.

     

    This is required if we tend to look at capital ships that may, themselves, house dozens of crew members and maybe more (marine / attack force, guests, etc). Maybe we'll never get to see some of the huge battle of EvE due to resources or limits, but I so far assume we will see relatively huge battles later on anyway with better tech and more if we ever expect to see up to a handful of capital ships engage each other. And then come additional single-seat fighters and other small ships.

     

    Of course you are correct in your relation saying "...like EvE and DU". But it won't be "a bunch of people" in turn, either :P

     

    Or it would be pretty unsatisfying for all those capital ship users to be restricted to relatively smaller instances in that sense.

     

     

    -----

     

    On another note, frankly, I think it's a good time to be alive (if you can expect at least an additional 2-3 decades of life time, that is). Tech gets better and allows for more options. I so far see no real end to the "development tree" and games get bigger and allow for more. What might now be exotic or "within relative reach" might be standard for sandbox games and the like in a few decades. Time will tell, but eventually I can see games like EvE and DU only increase in scale.

    We've already seen ~1,000 bots on the landsurface. I'm sure NQ's prototyping with the server tech also did some other scenario load balancing concerning spaceship construct density of clients.

     

    So,

     

    1. We'll see mass combat of avatars on land and in bases - that's already a big positive right there.

    2. We'll see some order of number of spaceships in close density fighting as well as lower density of higher numbers with suitable performance.

    3. These will have crews adding more clients.

    4. The "price" is going to be slower combat abstracted to a higher level.

     

    That's still a stretch and a long shot from EVE, but then it does NOT even have to fully emulate EVE as a ship only type of game. It's doing a lot else different for different ends and different experiences.

     

    Another good thing someone already mentioned is, even if the combat is not that great, it will visually look "Spaceship Du Look!" (ever afterwards to be known as "Spaceship Deluxe" SD) good, given the 3dness of it all, so even at the graphical and least significant level  (imo) it will still have a bonus to it. We're going to see some snaps of fleet battles that I feel will sell the imagination of the game very well.

     

    This segues onto SC's ace: the graphical fidelity. But that's also it's biggest achillies heel along with the engine and gameplay choice: Those RESTRICT massively what it will end up doing with respect to networking. Oddly enough DU will end up producing the space opera scenes that LOOK SO GOOD even when every one seems so duped into thinking you need high fidelity graphics to look good: Wrong.

     

    Anyway back to DU: Even "just" 25 spaceship vs 25 ALL player built and design differences is going to be rewarding on that basis let alone sheer numbers up or down.

     

    The big argument is not numbers hence: It's how to make crew in ships fun gameplay: That's the big one and again it's challenging but I think the rewards are huge if it can be made fun. I think it comes back to:-

     

    1. Avatar battles planetside and underground / buildings or inside ships and space-stations

    2. Small constructs or atmospheric constructs land and air in planets

    3. Orbital constructs much larger crew requirement - Inter-planetary

    4. Inter-stellar constructs and truly large spacestation structures etc

     

    Crews will be one section of this "slice". But given the POWER of orbital control: A very powerful section and hence very important to make FUN.

  11. Yes I add my thanks too, Brian. I enjoyed reading it: I really liked your ability to convey the AI, very, very skillfully done.

     

    I'll try to write up something in my leisure time for DU, and without any time pressure, though I doubt it will contain any dialogue, whatsoever, not something I can do.

  12. 2 hours ago, GhostProtocol said:

    You basically accused us of saying things neither of us said. I understand Eve mechanics just fine. I never said Eve was dead, just that the MODEL Eve currently is using is dead. We're moving on from it. We are, and I hope CCP steps up. But we have DU/SC/ED plus whatever is in the pipeline from other devs, so, it's fine if they don't step up.

    Good times for gamers :)

     

    I think your information may not be that great if you do not mind me suggesting? How much do you know about SC? Just read the last dev communication on networking ["Obviously this is a much simplified implementation"'] and where they are with that... after 6yrs.

     

    There's nothing close to CCP's EVE apart from DU (currently that I'm aware of). And again DU is not even close - currently - for obvious reasons.

  13. No Worries y'all, Lethys has to cover a lot of ground bear in mind, the output is keeping the "Sine Wave of community communication" roughly in tandem (or "in phase" and shape) with some sort of orthodox NQ stance ("Sine Wave")  so I can understand WHY what is said even if I don't feel it describes anything useful to ME sometimes. And often enough to satisfy  it does describe reasonably enough well even if the wobbly lines make me think "hmmm.... Whisky Tango Foxtrot..."

     

    Just remember, talking often involves this sort of different packages going on their own mission and resulting in people thinking: Am I actually being heard right here?! Well yes and no after transcription!

     

    Plus Ca Change... :lol:

  14. On 19/02/2018 at 2:02 PM, GhostProtocol said:

    Long-time(though not current) Eve player here. Don't forget that, unlike DU, SC, and, to an extent, ED, Eve ships have no interiors. You point and click to fly, mostly, with some manual acceleration control. So, things are much simpler, which is why they could even THINK of attempting a fleetfight with 6k players. Now, here in DU, there's much more going on, so we won't see fleets that large. Probably ever.

     

    Thing is, we won't have to.

     

    when dealing with ships with interiors, multicrew, etc, even a 25v25 fleet action will give you the same feeling, and will be MUCH more visually impressive.  So, we'll get that experience..and having said THAT, DU has the benefit of better tech and a ground-up approach that supports this kind of thing. And it only gets better from here. This was not available to CCP when they started. They're in a bind.

     

    My (unsolicited) advice to CCP: Time for EVE 2.0. A game that matches what SC,DU,ED are doing, and attempts to surpass it, because, we are not going back to the current EVE model. It's dead.

    I've got to go with a conservative anticipation of what NQ can achieve. The density problem is the big one. I'm going to guess however that having crew inside ships might end up boosting overall participant numbers however (in theory this makes sense as it cuts down the N^2 interactions: those in the ship can be contained within their own actor cell things not interacting with the outside) ie NQ have said a ship won't fragment, once it reaches "destruction damage amount" the whole thing blows up taking all those on board with it! So all the pew-pew from say 20-50 ppl inside one ship is just one big object with the same position but variable firing.

     

    However overall ship numbers, it will be interesting to see how much it can handle. I guess making smaller ships more "like flying paper origami in space" (LOL!)  in large fleet battles thus eliminating them before the major density issue rears it's ugly head (both  longer range and more power and unequal shielding forces)  is a game design decision based itself off easing the networking load ?!

     

    Now lots of small aircraft buzzing around, let's say, you're back to 1 player per 1 ship, AND importantly less weapons firing ie a couple per ship ONLY, will then help even if more positions to calculate. So again there's some upside to again help the network. And remember mixing ships, again going on assumption upon assumptions, those "flying paper origamis" quickly knocked out of the equation...

     

    And all that said above, still expect conservative numbers for all the invisible reasons before game itself. Still like you say even 25v25 is going to feel visceral, epic and I hope sheer wonder of space opera realized. Also as you say graphically/visually the 3D Objectness of the experience (along with: "I built her myself all the way from when she was just a single atom (voxel) in my eye!")

     

    Yeah CCP are stuck with tech from early noughties. THAT was one of the things JC et Amis all mentioned about the current time and tech for DU. That said CCP should hold steady with EVE, will continue to be a great game with or without different games being made, advice is easy to give, but CCP have not been able to make a subsequent new stellar (pun) mmo: Because it's one of the hardest genres/industries.

    On 19/02/2018 at 3:18 PM, Kirtis said:

    All what you said is true with but one "but": it must be implemented in DU and it should work as intended...

     

     For the time being the "dead" EvE has thousands of players that are logging into it each day, play it and are pretty much alive :) and DU is a lot of fantasies, a bit of promises from developer and a wagon of speculations ;)

     

    it may happen that even 25v25 will be impossible due to various reasons or we can see 25 000 v 25 000 batles and it will work out somehow though it did not work in other games - but may be NQ are really that good and they'll make revolution in game industry. We can only speculate, guess and argue now and none of this can be proven yet. Not until the game will be ready for a full load like open beta at least.

     

    Eventually people have different expectations and goals in game. For example I don't care if there will be 5v5 or 500v500 fights. Those huge battles might be interesting to participate once or even see a video report from safe distance. But they are not the thing that "makes my watch tick". I am more interested if I'll be able to walk in a city without lag when there'll be multiple constructs and several players online... will I be able to to fly around a big space station or a fleet of them and some smaller spaceships without having lags and loosing control of my ship... will I be able to do things that are interesting to me without facing bugs, lag and so on.... Others might be interested in other thing and all in all the game success will depend on how many people will see something in this game that will attract them and how good those functions will really work.

    Fleet battles are going to be... a "flag-ship" (pun) for DU: It's one of a few areas that will be UNIQUE (USP) to MMOs and a strong pull for customers to jump through the many hoops that MMOs are saddled with compared to other genres. It's also showcasing tech implementation that again: "Only Here" (for now). Again a big pull if successful.

     

    Agree, all that works of the basis the bread & butter (or DU equivalent) of performance being invisible non-problem for regular gameplay enjoyment and experience and enjoying the virtual tourism effect that a Single Shard World has to offer (!!). Not to mention the latent creativity of building...

     

    I think taking a small ship and flying around a huge spacestation or "star-destroyer" or fleet "at anchor" will be a sight to behold even without any "action". And all player built too... crazy to even expect it feels like. When did I just wake from cryosleep?

  15. JC already pointed out: Cloud systems in worlds would not just be graphics but 3d entities that simulate rain and take up volume and move according to all the dynamics of planetary climate systems (eg Coriolis Effect?): So quite a big process to add apart from visuals.

     

    Clouds look fine for what they are for the present pre-alpha, I do agree a "Cloud Spotter Enthusiast" I look forward to superior clouds at some stage and precipitation -> vegetation etc.

  16. 5 hours ago, NanoDot said:

    Control of a planet or solar system will only be practical if we have appropriate scanning tech that can monitor large volumes of space. DU's game world is massive, you can't just fly around and effectively monitor things using the good 'ole Eyeball Mk1...

     

    If anyone slips past your orbital patrols and makes it to the surface, finding them via visual search will be a massive task, unless you can scan for energy signatures or some such. Even if all cores show up on the minimap, it will take many hours to search an entire planet.

     

    We have no idea of the actual mechanics of how setting-up a stargate will work. You may have built a bridge-head to a new system, but how will you detect the arrival of other "stargate-building" probes ? Will all probes arrive in the same small volume of space when launched from system A to system B ? What if the probe is launched from system C ? Can the probes be scanned-down and destroyed before a potential invader builds a stargate to "your" system ?

    The mind does begin to boggle. Will systems be in all directions from the Alioth Star System's star plane of reference?

     

    That said a few fleas on the dog is to be expected. It's bigger operations that I think can be contained by a large org: Supply chains and transport to markets. Of course as soon as a few solar systems are in play then again it really is too big to capture by any one org.

     

    One thing we do know: Star Gates whenever they are "in" will take inordinate amounts of resources and time to construct: Probably mahusive structures in space (away from gravity wells no doubt). They'll be glorious to behold most likely...

     

    Next up: Dyson Spheres.

  17. 1 minute ago, dualism said:

    Yup. Were you successful and would you generally expect to be, depending on what you are faced with?

     

    Well, one other option at least in a virtual universe is not to play - which would be unfortunate but may indeed be true for many new players.

     

    The NQ line seems to be that if we want an in-game result to be one way, we must work for it, maybe against others working towards something else. This is fine, but to cater for different playstyles they will all need to maintain playability in a changing universe. NQ will be setting fundamental rules all over the place, sometimes by design and sometimes because the algorithms will provide their own quirks. If an ASA planet only has low value resources, both inside and outside the ASA area, it could be because of procedural generation restraints - who knows? The devs must also decide what to put more effort into and where to put less - I do understand that.

    I have now read that rocks will become harder and less easy to mine as you go down (Q&A transcript on homepage), so this may also create a form of balance on landscape outcomes too. Problems with terrain griefers? Just let them hit bedrock...! - or something like that.

    Fortunately for the early DU players there's going to be a ton of space (pun!) and I mean the virtual world even of Alioth is already inordinately larger than almost all other mmos? I can't remember the sizes I think WWII or some game had one of the largest game maps before... Then add all the space between planets and small space bodies floating about too and then outside the solar system...

     

    First thing I'd do is get a lot of collaborations going with other groups. Best way to scale up.

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