unown
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Posts
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Posts posted by unown
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4 hours ago, Lethys said:
Yes you need numbers.....So what? That's what an MMO is. Those who organise and help each other will be way more powerful than anyone else.
If you op such a turret you have WAY more and other problems.
Not just mmo"s and You misunderstand I am not stating or trying to Coney that automatic static deffences should be op What I am saying is if you put enough time and Reasorces and thought into building static deffences they should be able to hold off a sizeable force depending on what you made as otherwise you would be dominated as any large group could attack any player 10x smaller then them
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51 minutes ago, Lethys said:
Exactly as they plan to do it: don't make them op, just so that a single (or two) ships won't stand a chance against a turret. The more auto turrets you get, the less effective they become.
So they help against the drive by looter, won't have a chance against a true attack (man them to have one) and orgs can't abuse them
Problem There is to fight numbers you need numbers as then the large orgs will dominate dont believe me? Perhaps take a example of say Ark or rust or even eve online or SE or Coan exiles In each of these games Man power is true power each game reflects what DU will become if what you say comes to pass whether thats bad or good is up for Your interpretation.
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56 minutes ago, Lethys said:
That can be done with virtual wallets too, no need for physical warchest somewhere which introduces new problems. I meant such vaults in the sense of rooms restricted to certain RDMS access, not for quanta storage
ah well still RDMS has not suggested what I am trying to put forth
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4 hours ago, blazemonger said:
They did and it would take a looooooong time. Oh and those calculations were done before the planet got 4x larger
I thought those were for the entire planet not just the ore?
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3 hours ago, 0something0 said:
I see people keep saying that the planet is huge and we won't have to worry about resource depletion.
But the amount of ore in a meaningful concentration that can be economically reached and refined is far less than the amount of matter that the planet contains.
Yes so somthing I would love for NQ to caculate is how fast can people mine the ores not just the whole mass
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On 4/15/2018 at 12:15 AM, Lethys said:
And that's Not true either. It depends where you are in eve, which Corp you're in and what you do. And it depends on your mindset when you Play too. I pIayed eve for over 10000 hours and loved the player experience.
Smacktalk in local? Hilarious at times and when you're Not in the mood just ignore it.
Sowhat do you mean by that?
Well that's your problem then isn't it, Not DUs?
If you can't take orders easily in a social MMO then either live alone and do stuff alone or create your own org and run it. You have to work together in Du to get things done faster, better and more efficient, that's the point of socializing and rebuilding civilization
Which "exploits" so you mean?
And what exactly did the goons do? Burn jita?
Again: If you're a "carebear" (and i don't mean that negative!) and just can't wrap your head around PvP for whatever reason and your mindset isn't the right one to play in a hostile and PvP heavy area - then that's fine and ok. In eve you're never 100% safe, anyone can attack you at any time.
In Du you can be 100% safe, do everything the game offers in a 100% non-PvP environment (scanning, mining, building, flying, Trading, ....).
The Moment you step outside the ASA though, you can be attacked. Does that mean you'll die everytime you step outside? No, ofc not. Be smart about it, survey the area. Socializing with ppl helps and asking them for intel (has SOMEONE been Seen? Are Pirates Here?). Friends help too. Think before you do something - maybe it's better to hide a bit more and Take the longer route to your Destination, so the Others don't spot you.
On 4/15/2018 at 1:25 AM, erichconvair said:Corpo like Goons will have a very fast reality checks for 2 reasons already mentioned heres and there :
- Finites ressources that need time and skills to be found.
- No overpowered aka scripted mining equipments whatsoever.
- Manly operated ships (space and atmospheric) will need real crews to operate weaponries.
- And some interesting basic mechanic not allowed to talk here that will make ganking really a challenge.
In short building a fleet of catalyst will be extremely costly in time, ressources and men to operate. I won't even mention Capitals war-fleet..
Another side note, JC is/was an Eve player and knows very well how ganking could destroy an early game very quickly.
This is why when somone freaks out about a large corp from eve I silently laugh as stated there are specific reasons goons have what they have nor are they Gods and own the game all it takes is a simple push btw exploits they may be refering to is botting esp aim bot and the like however it would be a good thing to find out how well NQ plans on tackling that problem.
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On 4/15/2018 at 12:15 AM, Lethys said:
And that's Not true either. It depends where you are in eve, which Corp you're in and what you do. And it depends on your mindset when you Play too. I pIayed eve for over 10000 hours and loved the player experience.
Smacktalk in local? Hilarious at times and when you're Not in the mood just ignore it.
Sowhat do you mean by that?
Well that's your problem then isn't it, Not DUs?
If you can't take orders easily in a social MMO then either live alone and do stuff alone or create your own org and run it. You have to work together in Du to get things done faster, better and more efficient, that's the point of socializing and rebuilding civilization
Which "exploits" so you mean?
And what exactly did the goons do? Burn jita?
Again: If you're a "carebear" (and i don't mean that negative!) and just can't wrap your head around PvP for whatever reason and your mindset isn't the right one to play in a hostile and PvP heavy area - then that's fine and ok. In eve you're never 100% safe, anyone can attack you at any time.
In Du you can be 100% safe, do everything the game offers in a 100% non-PvP environment (scanning, mining, building, flying, Trading, ....).
The Moment you step outside the ASA though, you can be attacked. Does that mean you'll die everytime you step outside? No, ofc not. Be smart about it, survey the area. Socializing with ppl helps and asking them for intel (has SOMEONE been Seen? Are Pirates Here?). Friends help too. Think before you do something - maybe it's better to hide a bit more and Take the longer route to your Destination, so the Others don't spot you.
On 4/15/2018 at 1:25 AM, erichconvair said:Corpo like Goons will have a very fast reality checks for 2 reasons already mentioned heres and there :
- Finites ressources that need time and skills to be found.
- No overpowered aka scripted mining equipments whatsoever.
- Manly operated ships (space and atmospheric) will need real crews to operate weaponries.
- And some interesting basic mechanic not allowed to talk here that will make ganking really a challenge.
In short building a fleet of catalyst will be extremely costly in time, ressources and men to operate. I won't even mention Capitals war-fleet..
Another side note, JC is/was an Eve player and knows very well how ganking could destroy an early game very quickly.
This is why when somone freaks out about a large corp from eve I silently laugh as stated there are specific reasons goons have what they have nor are they Gods and own the game all it takes is a simple push btw exploits they may be refering to is botting esp aim bot and the like however it would be a good thing to find out how well NQ plans on tackling that problem.
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On 1/3/2019 at 5:37 AM, Thor Vanguard said:
I hope it is as toxic and as dangerous as Eve. What is killing Eve is lack of it.
Blowing stuff up gives you the thrills and adrenaline, not digging in rocks. Sure, building is essential part, but has to be equally balanced with risk and danger.
DU will have my money if I have guarantee that there will be small and large scale battle options, that are not instanced, limited or pre-arranged.
I understand the carebears' rant. They like building stuff and get angry when someone kicks their sandcastle, but there are also others who like competition and confrontation. So the carebear syndicate wants them out of DU?
I agree
On 1/3/2019 at 10:46 AM, Borb_1 said:The thing is PvP is right at the heart of EVE, along with the economy: They're inextricably linked. A lot of designers seem to have not realized that is just ONE version of what EVE successfully became: A Virtual World MMO. Let's compare: Dual Universe will have a huge basis as a sandbox MMO with it's voxel gameplay scope which is ENORMOUS.
Therefore the heart of DU (as I've always said) is the primary form of gameplay = this "sandbox" voxel manipulation in conjunction with the economy.
Where EVE has been a YOY success for decades gradually increasing, it has done so with the harsh conditions of it's own design. DU I would predict (if it works) to be a much larger population game based off this difference of creativity that people want to experience: Not only to create but to use and then share.
Thus we now have the correct context to what makes EVE tick with it's harshness. To the ends that that is what EVE is? You are right. In fact CCP is not going to grow it's population deviating from the focus of the game but alienating the committed players. It has to be inventive with regenerating systems of this type for it's fans.
My view about PvP in DU, as someone who enjoys PvP (not a P+E'er and NEVER a PvE'er (how dull!)), if the population is suitably larger, that creates perfect conditions for a new form of PvP we've not seen much of yet that fits the MMO genre like no other. So far from it, the more attractive DU can be made to be for non-PvP'ers the better.
But it is a long way to go to get there first.
Industry I believe will accomplish this with the dedicated areas
On 1/4/2019 at 2:52 AM, Aaron Cain said:For some reason some PvP players still think ships grow on trees. If you want to go full hardcore PvP be ready to mine and craft your own ship or get in an organization that provides you freely, but evern those will need people to mine and craft them, and trust me if you destroy your ship every day and the same people have to craft it again and again every day, your gone be a popular member.
For the rest necroposting for the win
Unless you are specifically training pilots then yea Any org that claims to do what you are suggesting is doomed to fail if a change is not put in place. Also what are war"s almost always fought for ? Reasorces but to to take somones reasorces you need reasorces to do so but if say your enemy out produces you and ends up with say a 10,000 weapons vs your 1,000 inferior weapons they can expend more to take what you have and knock you off the map also active members play a large role in this as well.
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9 hours ago, ShioriStein said:
Then where the money "sink" will go ? As above have said, org will have to maintenance and buy fuel, material, food, ... And with that the bigger the org is, the more upkeep budget it is. And the money that org spend for that will follow into the global economic.
Why you have store quanta as it wont be or drop in small ? I dont know but still from the dev said those quanta will be the last money for emergency situation like all your ship is gone so is your base, you can always do again not "NOOOO all my stuff is gone and i'm empty" . Well few people maybe can still do again from that with empty hand and pocket but not so many will be like that and they will simply quit, a loss for game and community.
read above
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8 hours ago, Lethys said:
Why should You do that - quanta are safe in your wallet
You suggested it or atleast thats how I perceived it but as a comparison the org vault I suggested acts like a personal wallet for a org and I also suggested there should be more then one so you can dedicate certain cash for certain things for example a Orgs industry budget can draw from a different pool of Quanta then the Orgs Military Budget and it creates a tool for a Org to prevent betrayals as well
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6 hours ago, Aaron Cain said:
Why? all trades and cash will be between players, no NPC that will give quests, no added cash from the outside technically speaking so why a sink?
It is not even clear how we can generate cash from nothing, let alone make it already disappear into a black hole.
What i would like to see before we get a discussion on cash sinks needed for the overflow of cash is how NQ thinks cash is generated or provided. If no-one has cash at day 1 and no NPC generates cash and Ores cannot be used to craft cash in the end there will be No cash. Simple as that.
Also, if NQ Gives everyone 10k in the end there will only be 10k times number of players including alts ingame, that is also an amount that in that case can never get larger. Add a cash Sink and in the end all Cash is gone.
No added cash to the game whatsoever will always lead to a shortage of cash.
True the sink is somthing that can be used if needed
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44 minutes ago, ShioriStein said:
DU have survival element/ aspect but that doesnt mean it is survival. You dont have to collect resource, craft tools , weapon and shelter. for example i will join DU and work for a trucking org and control a spacecraft that org give me to deliver thing, do i have to collect resource for it - nah , do i have to build it - nah, and like other thing.
And about survive , is it is everything goal ? to survive as long as it can as there is penalty for dying ? (drop all your inventory item ).
I guess you are right there
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5 hours ago, Aaron Cain said:
And its no survival game and hopefully never will be.
i dont care to watch out for PvP and traps and stuff But i dont want to watch my hunger bar or my sleepiness.
But if this is implemented i want gigantic space Squidds
Survival games are a subgenre of action video games set in a hostile, intense, open-world environment, where players generally begin with minimal equipment and are required to collect resources, craft tools, weapons, and shelter, and survive as long as possible. This sounds alot like DU atm theres just mmo also at play here but it doesnt change the fact that DU is a survival game.
6 hours ago, Lethys said:Not rly - that's why balancing is crucial
How would you balance them other then not having them?
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36 minutes ago, 0something0 said:
Org upkeep will already be a thing as they will have to maintain their ships, bases, TCUs, and whatnot.
Yes But I am referring to a way to add a sink to the game
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43 minutes ago, Lethys said:
Well taxes will be raised with markets mainly, maybe RDMS allows for members taxes (die everythingthey sell for example) - who knows.
upkeeps are another story as this is a sink. For that to work we first need to see if the economy as a whole works with only one faucet.
Vaults = base/room/chest with restricted RDMS
You cant store quanta in a physical vault however that may be a intresting idea
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51 minutes ago, Lethys said:
Balancing IS a Problem - if a solo player gets strong defenses to secure his base then large orgs have them too. Which, in turn, make them even more invincible
Also by that logic nothing should be added due to more players = always better in a survival game
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41 minutes ago, 0something0 said:
A few well-placed tactical orbital strikes* can destroy an "invincible" base. ?
*I'm thinking something along the lines of a hypersonic space bomber dropping freefall bombs. So nothing "going against NQ's vision".
would go well with orbital bombardment
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So your base/complex/station was just raided and your buildings are now riddled with holes some even cut in half. And now you have to manually repair them.
I have 2 soultions to this raid aftermath issue.
1 after a set amount of time a module or the material that you coated in nanite paste will access a storage crate somewhere whitch it will then use that material to rebuild it"self.
2 A highlight of the building would activate similar to Space engineers bp module where you can easily repair the structure by clicking on it so long as you have the materials for it.
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On 5/5/2018 at 9:53 AM, dw_ace_918 said:
Hey @unown006, absolutely, we should have both types. I guess the topic is focused the ability to use force fields, primarily for based defense, right. So, one way we could look at it is a super powerful defence bubble. It could be easy to get, compatible with static constructs (cuz of some scientific reason), and it would provide a one time limited use (uses a lot of power, and lasts 48 hours). Kinda as a last resort, like EMP is used. Just some thoughts. Shield would be damage reducing and force fields would be more or less an electric structure that nothing can pass through. Those are some of my thoughts on the idea. And they should be available in different and gnarly color effects (for defence porpoises).
another thing to note is that there could be specific expensive high upkeep TU Forcefeilds similar to how eve"s vulnerability timer works where once you do enough damage a timer activates and when the timer goes to 0 the forcefeild will drop and a large planned battle will commence or not this is different then other static sheilds whitch act as hp walls while your deffences attack the enemy
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On 1/2/2019 at 1:35 PM, Lethys said:
Necroposting killing spree
?
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On 1/19/2019 at 8:43 AM, SirWillyLongShank said:
Old topic....but I'm just getting into this forum....so sue me?
Anyway, I think the perfect remedy is a user controlled automation. People being able to create partially automated vehicles or robotics, but they will not be truly autonomous. Allow players with resources to speed up their resource gathering by building tools to help them gather faster, but still forcing them go out and gather themselves. Take Ark for example, once you get so far into a game you can use larger dino's to gather huge amounts of resources quickly.
In DU maybe that could translate to mining modules that we could attach to our atmospheric vehicles, allowing us to scan/prospect/mine that much faster.
I think this would be a great middle ground if nothing else
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59 minutes ago, Lethys said:
I like the systym however it does not answer everything thats here vaults,tax,upkeep.
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On 1/14/2019 at 3:10 AM, Serula said:
Man its hard to see if this topic is under NDA or not on mobile. A quick reply here. I expect single players to not be an interesting target cant say more because NDA. About the turrets it might be interesting to have them fire at a slow rate and maybe not so accurate when not manned.
Its under NDA sadly but I may make one in the NDA area to further discuss this.
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On 1/14/2019 at 1:10 AM, Aaron Cain said:
Now about the auto guns, yess if possible would be nice but NQ already said it would be in but alot less effective then manually handeled guns. When the city is finished it will have a an automated defence grid made by Robotic Industries and other Friends and combined with Radar and Enmity lists it will be fun to see the first blacklisted player getting in range. i do hope it will be possible to add target systems to the Lua as i prefer to shoot at cores and cockpits leaving the rest unharmed.
BTW this post was made at the time when NQ strictly was not going to allow any auto deffences at all just somthing to keep in mind
Do you play EVE Online?
in General Discussions
Posted
Dont forget counter ships like bombers and fighters but yea this seems to be what DU will be alot more like as more players join the battle more ships are present
Intresting as this is not how my corp fights in null and seems to be very wastefull on a pilots skill
I agree