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dakdyder

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Everything posted by dakdyder

  1. Hi everyone, I think the core factor of stimulating emergent and server-scale gameplay is putting accesibility, transparency and a good user interface into player-interaction throughout the game. In the kickstarter video the developers talked about the emergent gameplay mechanics of the game such as quests that come from big projects such as creating a Death Star. I think there should be very clear pre-made tags and pathways for setting up a quest like "shipping resources" for players and when it is rendered as completed. This way it feels like relevant and important work and not just doing someones dirty work. There can be options for different kinds of quest types that the player can set up and post vacancies about. For example: Setting up an assassination-type quest; Option 1 (choose between the quest types) : Assassination Option 2 (choose the reward invested into it by the player) : 10 DAC Option 3 (choose specifics of the quests) : Player name X Option 4 (additional info message): ???? There you go, simple as that. This would allow big organisations to quickly cover all jobs required for projects which makes them easier to manage as to promote server-scale gameplay a little bit. So let me know what you guys think.
  2. Hi everyone, I think the core factor of stimulating emergent and server-scale gameplay is putting accesibility, transparency and a good user interface into player-interaction throughout the game. In the kickstarter video the developers talked about the emergent gameplay mechanics of the game such as quests that come from big projects such as creating a Death Star. I think there should be very clear pre-made tags and pathways for setting up a quest like "shipping resources" for players and when it is rendered as completed. This way it feels like relevant and important work and not just doing someones dirty work. There can be options for different kinds of quest types that the player can set up and post vacancies about. For example: Setting up an assassination-type quest; Option 1 (choose between the quest types) : Assassination Option 2 (choose the reward invested into it by the player) : 10 DAC Option 3 (choose specifics of the quests) : Specifications of assassination quests have to include the marked player name I suppose. The specification options change depending on which quest type is chosen. Option 5 (additional info message): The quest text that maybe describes the importance of it and if potential bonus DAC can be earned (if a message is placed on the mark after the assassination for example.). There you go, simple as that. This would allow big organisations to quickly cover all jobs required for projects which makes them easier to manage as to promote server-scale gameplay a little bit. So let me know what you guys think.
  3. Thx magna that clears up a lot. Thanks for the quick replies guys. Yeah I will look into the devblog... It seems to hold entries back from 2014 and it explains a lot behind the single shard universe and stuff. Interesting.
  4. So I have a few questions just to make sure this game is what I'm thinking it sounds like...; 1. Will the capital / flagships in the trailer be completely voxel-editable / rendered (as in Space Engineers complexity)? How many of them can be rendered at one point in the game at once? Can the voxels be destroyed seperately or will they be integrated as a combined entity to reduce processing load? 2. What would be the player cap of the servers/realms? 3. Would making ships require materials? How are the materials gathered? 4. Will there be unlockable Parts/Weapons/Materials(rare ores, etc.) or does every player start out with every part available? Would blueprints for parts/weapons/tools be tradeable? 5. Will there be PvE content other than a gathering system? (Missions, Quests, Jobs, Storylines, AI-ships/NPCs?) 6. Does rebuild civilization mean it's an entirely co-op game? 7. Will there be a territorial conquest system (to protect resource nodes, etc.) or would it be completely player-driven? 8. Will you lose your ship along with all it's cargo to another player when you die, or is everything destroyed completely? Or is the ship destroyed, but not the cargo, to be lootable? 9. I saw a character in the tutorial. Will there be accessible content for shipless characters? Would you be stranded on whatever planet you crashed on? Would there be a way for them to make enough to buy a ship or parts? 10. Will there be neutral areas with market/faction-recruitment acces on every planet, or will everything be owned by some faction or player? 11. If your character dies, will you be teleported to the same area every time, or will you have to find a way to get back? 12. Will there be an /all chat in each realm/area? Will there be faction chat, private chat? 13. How would one percieve the name of the person or faction that owns something one came across? Will ships/stations be target-able and name-able (or maybe scan-able by a gps tool)? That is all I can think of right now. I would really love to hear more from the developers. It sounds like this could be become a huge mmorpg like EVE, but then on a way more immersive level.
  5. It sounds like you want to abuse the playerbase A LOT in every point I see you make. So how about you get to be the abused in this game, because everyone plays the same game after all (you could end up being outsmarted by someone smarter than you or has way more experience in this game than you). And if you ever played Space Engineers survival online you would know that backstabbing was the biggest bitch you ever had to deal with in gaming. It has to be fun/fair for people on both sides of the community you know what im saying? Take another look at what you just posted, it's complete bullshit and in no way relevant with making a good game, it's only about yourself and what motivates you to play games and code. lol
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