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Goemoe

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Everything posted by Goemoe

  1. You should view BPCs as mere licenses to build something. A BPC is no real blueprint. We still don't know how the research systems will work. If we get real 'copies' of blueprints, we should be able to modify and research them as we don't have legal issues in Dual Universe other than made by players. So if we have a blueprint, it does not matter whether it is a original or a copy. It is just a piece of information how to create something and this copy itself should be able to copy, modify or research further. Because, who or what should be preventing us from doing so? After all we are there to rebuild humanity and for that everything should be ...
  2. As the devs refer to EvE things often, we might get two different means to travel fast. We know about the stargates which sound similar to the evegates connecting star systems and in EvE there is some free warping up to a visible object, which moves you much quicker than normal. I agree, as we talk about a space game, there should be something to do in space other than flying from planet to planet. We need stuff to explore and a way to reach the results of our scanners in time. In time refers to a certain amount of real time bordering on 'boooooring' If it is too quick the fealing of real distances are destroyed as well. When I had to move in EvE from say gallente space to deep minmatar (back in 2004) it took me easily more than 30 minutes. You do this once, you do this ten times, but it grows really boring and it does not help if you get attacked on your journey. This should be shortened in a meaningful way. (EvE has learned this as well. It is much quicker today) But when you head the nose of your ship somewhere in the dark and 'engage' in exploration there is no point in quicken things up. If you want to head in this direction for two hours to see what might be at the edge of the system... go for it
  3. So what exactly is the reason you posted this stuff? I had hoped post like this only will come up when open beta hits the game. So I am not welcome, when I am not in love with every word the devs say? I just point things out from my point of view (as everybody in here does) with some 17 years of MMO experience in all types of MMO games. Why do I do it? Not to bash anything but to try to prevent a good project from failing due to bad decisions. Again, from my point of view. But perhaps, I am just feeding a troll here, for which I would apologize.
  4. With no collision damage, ships would just bounce of any other space objects. It would be silly, if large capital ships bounce of much smaller vehicles. Imagine the game press, if such things would happen. But when you adjust collision effects to the mass of the colliding objects without adjusting damage, the result would create battle tactics, where ships will not be attacked but bumped away, or guided to crash into something lethal. The press for this wouldn't be well too. I really wonder, how Novaquark will manage to avoid collision damage and bad news coverage at the same time.
  5. The dev blogs are a good read, but they don't answer much(any?) more than your good list of answers. We all will have to see, when the next infos will show up and what they look like. Still all those questions fill a purpose: the devs see what is interesting the most, what is driving potential customers, what is lacking in the blogs currently and perhaps even, in what direction they will go in areas they have not decided yet.
  6. Well, the devs tell always it is all about 'emergent gameplay'. Emergent gameplay is nothing they provide, it is something they hope for. M. Baillie told us at this con video, DU saves dev funds by not providing any content which consumes large amounts of money. They just provide the tools, the universe and the server plus certain blueprints for things and hope all this will sum up to a well working economy and community. This might work out but this is another topic. But, when they do not provide any so called content (quests, storys, NPC friend and foes) for release, why should anyone consider they will do after release? They will most probalby upgrade the tools, offer new blueprints and such, but classic content? Does not look like it. So the question is: if they go for a sub (which is my favorite paying model, don't get me wrong), how will they make it worth it? The game alone is a toolkit with hopefully really cool functions, but still only a toolkit. How many people do you get to constantly pay a sub for using a kit?
  7. Lifetime subscriptions are the most useless payment method ever invented - from a developer point of view. Yes, you get cash fast, but after that you never get some again, which hurts the development in the end. Every company ever offering lifetime subs did regret it dearly. For us players, if a subbed game seems worth it, is sounds promising and might be. I played Lotro for year every now and then because of a lifetime abo. The last subbed only games all jumped the F2P train after some time. It is hard to make it up for lifetimers, when a game goes F2P. With the exception of WoW (don't like it, don't know it much) the only long time subbed only game I know of is EvE. EvE is offering 2 free content expansions a year making the game worth paying for. Dual Universe don't offers 'content' at all. It will feature (hopefully) cool tools and an environment. For me this is a normal PC game. Buy it, play it, done. I doubt many players will stick to their sub, if there will be no content flowing in after release. But I may be wrong. As the devs spare the money for content creation like quests and story, they might go for a very low sub of one or two $/€ a month. This might work, we will see.
  8. Countless is a big number I did not start this thread to discuss player ideas. As you said, there are already discussions. I did start it in the hope to get answers from the devs. I am still wondering how they will hook players who don't intend to pvp around the clock and exploration may be a hook. So how do you intend to create it? edit: just found this one: So does this mean, you first have to leave Alioth, scout the area (while being hunted by 24/7 pirating scum) eventually find something which enables you to start building some real big construct (while being pestered by 24/7 pirating scum) and once you left the starting system anyone near is able to follow you (including the 24/7 pirating scum)? This would make it virtually impossible for a small crew (under 10 people) to leave a planetary system on their own or to really 'explore' the galaxy with anything smaller than a big guild or corp. Am I right?
  9. Imagine a group of players teaming up and do everything needed to create a big ship. After weeks(months?) of struggling your shiny new ship lifts of the planet shoots a wanna be pirate or two and flies of to places where never a player has been before. Or at leaast they intend to do it. I believe this will be a common goal in this type of game. So, how will this look like? Just point at a direction and follow your nose? Will there be some scanner results indicating a direction? Will this ship 'jump' anywhere, use wormholes, some slipstream? How will they be motivated to head here or there? And if they know where to fly, will they encounter anything but empty space with suns, asteroids, planets and moons? Dangers? NPC of some kind? Ruins, artifacts, pieces of some mysteries worth exploring? Anything?
  10. Yes steal me and hide me, so nobody can shoot me
  11. EvE Online has been there for more then 12,5 years now. Nearly every year they have offered two expansions to their game. It is huge and not astounding a new player is confused. Go to some media you like, enlist in a corp(guild) of newbiefriendly mates and just try to find out, if MMOs are something you like. MMOs are not just games. They are a very special type of games not everyone finds enjoyable. Dual Universe will not release in 2016 and most certainly not in 2017. You have plenty of time to find out, if you are able to enjoy games like this. You don't know gaming software development? An alpha is nearly always closed, just because it makes no sense to open it to the public. It is raw, lacking lots of enjoyable elements. Alpha is something like a world to run around in, but with near to nothing to interact with. Or you are able to hit something with a sword or blaster but nothing will happen afterwards because you just test collisions or you got stuck and have no functioning chat to get some dev help. MMO alphas are in no way something to look for as a MMO newbie. No offense intended. You know ESO? So you have bought it and are able to play? Go, find some mates and get a feeling for MMOs. There are lots of guilds recruiting in the official forum. Ist a great game with nearly endless options how you want to play. It is a good path to get a feeling for MMOs.
  12. Goemoe

    Scripting

    It is the ship of the entity 'Team Omega' (just to put a name). Every team member has contributed to build the big ship and is tagged for every task. Now one member is lost for a day or two and the ship moves on. Eventualls the missing teammember logs on, but the ship is a dozen parsec away. Where is the avatar of the player?
  13. Goemoe

    Scripting

    Forgive me to hijack this thread but my questions concern scripting. Image you and your four friends start together, play the game, protect each other harvest stuff and finally build a good sturdy spacecraft for five people to operate it. Now it happens, while you are travelling to distant places where noone has ever been before, you have to log out at sometime. Next evening, everyone logs in again ... well, wait not everyone. One player can't log on that day. So now for the questions: 1. will it be possible to set up/use scripts to fill the gap of the missing player in handling the bigger ship ? 2. when I log out on a moving ship and log back into the game the other day. Will I still be onboard, or all by myself somewhere alone in space? Considering a script filling a gap of a missing player onboard of a multiplayership is possible. How well will a script do? On the lowest possible player level? Below? Will a player perform up to some scaleable skills or up to some reactions on the keybord/gamepad? What about makros? Will they be possible? Will we encounter perhaps even hunt bots using LUA scripting to gather resources?
  14. Those people living up in the clouds often underestimate the sheer amount of german speaking people. It might be not so common as klingon but surely more than pirate speak As I currently doubt there will be much voice overs or quest texts (please prove me wrong!) translations into the usual languages shouldn't be much of a problem. But I am more than happy this forum is in english and not in french.
  15. Exactly the news that brought me here. It worked
  16. Just to be sure. I don't know how many of you have seen projects like this during alphas. It is hardly playing the alpha, it is just about doing certain things you are asked to do. This might be repetitive and boring. The most fun you probably get out of it are the chats, if chats are already possible
  17. Goemoe

    Starting Off

    Storywise there have been quite some arkships leaving the old earth so it does not make much sense to only have one starting planet. Loadbalancing will be a topic when the game is successful and hundreds of thousands of players crowd the starting areas. Why not creating several arkplanets? Name them, let the players choose to be sure they are near their friends and get them run several colonist communities. This might prove interesting, when they encounter each other. Will they mix, befriend or fight each other? Perhaps you might even seperate different languages at the starting position. This might create something like different nations/cultures etc. Might be interesting technically and for gameplay/immersion issues.
  18. The planet example in the blogs has a radius of 30 km. But I agree, a dyson shell around even a 60 km planet would be quite a task. But hey, you only know how long it takes, if you try!
  19. A ship is a construct. You can either kill the player, while the ship is still operating, or you destroy the ship thus killing the player if he is not wearing any suit to protect him. Imagine a large ship, with some dozen people operating it. You crack open the hull, enter and 'conquer' it. All of this should be possible. You will be revived in the arkship if you had not setup a very expensive ressurrection something. Its in the blogs somewhere. You may have plenty of them stationed in a ressurrection ship for a whole fleet...
  20. Thank you for the friendly welcome! This I like most about early stages of games. The community is best up to the last days before open betas
  21. Hi Big_Pappa, welcome to the forum
  22. At least those pirates need to get to the space first, before they can enter the planetdwellers vessels
  23. You are right. A game like this screems for all kinds of traces of other civilizations to be found. And they are all friendly or ... or are they?
  24. I might be. Currently I just want to be part of the community and watch how the game is shaping up. I have accompanied quite some alphas and betas during the last 17 years. I will just listen and watch and learn. Corporations, guilds and organisations will have to wait at least for a late beta.
  25. I don't mind subscription games, I actually prefer them due to the mentioned reasons. But I see a problem with a sub and Dual Universe. The devs have to make sure to constantly add content worth paying for. If you only offer an universe full of tools, sit back and hope for cash, this game will fail. Every sub has to generate the feeling to be worth is. If Dual Universe is only a persistant tool box universe, a B2P model would be more fitting to it.
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