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MaximusNerdius

Alpha Tester
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Posts posted by MaximusNerdius

  1. Are you guys communists? Sounds like communism

     

    We are nothing like communists. Where in my original ad did it say anything about communal or common ownership? You may want to do some reading on communism, because it sounds like you do not fully grasp what it means.

     

    Put simply, we will work together to achieve our goals, as individuals, groups and an alliance. We do expect that individuals and groups under The Collective banner will want to earn their own way as well, but essentially we expect them to also contribute towards the greater organization - in return, they will get the benefits of being part of a larger group that will be able to achieve things that a smaller group might not so easily get, such as trade deals with other large organizations, territory, defensive forces, etc. There is nothing communistic about any of that.

  2. "Good day, TheNudeNerd. The Aether welcomes you to Dual Universe and we wish you all the best. We hope we see more of you on the forums and eventually in the game."

     

    Thanks for the welcome. I've actually been here quite awhile, I just don't post all that often - hard to carry on too much conversation about the game based on mostly speculation or ideas. I am very excited about the potential of DU and hope to see it meet that potential.

     

     

    Are you the Borg?

     

    No, we are definitely not the Borg. Not sure how you pulled that out of my ad, other than the rather generic name. We prefer not to play as anything from popular culture, but instead define our own destiny.

  3. 2l6wih.png

     

    The Collective

     

    Welcome, citizen! I would like to introduce you to The Collective. Here at The Collective, we are striving to build an organization that works for it's members, whether they are an individual or a member of our alliance. After the destruction of our home, humanity has been given another chance here on Alioth; we at The Collective want to take advantage of this second chance by helping humanity achieve great things.

     

    To achieve our goals, The Collective hopes to establish itself as a large organization, supported by an alliance of groups working together. Those not belonging to a group are welcome to join The Collective itself - we will have many positions available, from miner to builder, politician to trader. We will have a military division as well, although our main focus militarily will be defense of our territories and alliance members; our stance in general will be neutral, but we will certainly defend ourselves against aggressors. 

     

    For those groups looking to join our alliance, we will offer many benefits - mutual defense, shared resources, territories, combined recruiting and trade agreements. Whether you are a small mining group or a team of designers that love to build things, we would like to offer you a place within The Collective. We will need haulers to move things and traders to buy and sell things. Every job in the universe will be needed! Those groups worried about losing their independence by joining our alliance need not worry - alliance members are free to govern their organizations internally as they see fit, the only stipulations will be laid out to them during alliance negotiations.

     

    As far as governance, we will be have a Stellar Council that is selected by the Archon. This Council will help with running the overall operations of The Collective, as well as advising the Archon. The number of seats on this Council has not been set as of yet. There will additionally be a Board of Directors that will consist of either the leader or an appointed member from each group within the Alliance. The purpose of the Board of Directors is to allow effective communication between all member groups and to vote on issues that affect the Alliance as a whole - the Archon will preside as the President of the Board and will have veto power, with a 2/3 majority required to override the veto. This Board will not have governance over The Collective itself, only over the alliance.

     

    All parties interested in joining The Collective must agree to abide by our Code of Conduct, which are fairly simple.

     

    Code of Conduct

    • Show respect for everyone, whether a member of The Collective or not.
    • No hackers, exploiters, thieves, bandits, griefers or other criminals will be allowed in The Collective.
    • No attacking fellow members of The Collective or alliance members without permission.
    • Generally, we are an 18+ organization, with very rare exceptions made.
    • More will likely be added as more details about DU are released

    If you're interested in joining, you can apply here. If you'd like to chat with us more before joining, we have a Teamspeak server that you are welcome to join, just message me for details.

  4. Well DU is not a survival game that one thing.

     

    A sandbox game... with mostly open world PvP? Gathering resources required to build your base / ship? I guess I'm confused as to why you think it's not survival. But anyways...

     

    My point overall with the original post came from a perspective of someone who had played many of the games that DU's concepts are based from. I greatly enjoy many of those concepts, but I felt some of those concepts need a little better design.

     

    As to your comparison between a time investment of an individual vs a corporation building a ship, you missed the point entirely. The time spent wasn't the point. The point was I am hoping to see that there are actual battles that take place, not 10-second fights like Space Engineers. Make steel or whatever material we use for construction actually mean something against bullets and missiles. Make mounting an attack on an enemy capital ship something you actually have to plan for because the fight is going to take a couple hours, not minutes. Make strategy worthwhile again. Make fighting interesting, not a simple slugfest.

  5. Why on earth would you want to favour one side? ....

     

    I'd actually rather it not favor either side, I enjoy playing both sides (PvP and PvE). But the fact is that 95% of survival multiplayer games favor the attacker over the defender. All I'm saying is that if a player spends a month building a single ship, that ship should not be destroyed to the point of not being repairable in a 10-second battle or even a 5 minute battle. If it requires that type of time investment, it should hold up better.

  6. What's to keep me from surrounding all of my critical elements with "hardened elements"?

     

    It may look like a house, but it flies like a tie fighter  :D

     

    Physics. Hardened elements would provide more mass than lesser hardened elements, which means you will need more thrust to move / stop it.

  7. I'm not asking for protected zones. You're reading it completely wrong. I am a PvPer, I've played Eve, heck I played Ultima Online before the no-PvP Trammel world. I enjoy the heck out of PvP. I'm just asking that something we spend weeks gathering resources for and building not last such a short time. I'm all for base raids - but you shouldn't be able to take down a base in 15 minutes when it took 3 days to build it. That was my overall point. It should take a lot of time and effort to actually destroy a base, especially the upgraded walls.

  8. PErhaps a gradual system of subscription, with different bonuses for each.

     

        5$ : Gives you access to the game and some cosmetic dyes.

        10$ : Access to a library of cosmetics for your character.

        15$ : Final tier of cosmetics. Gold chains and shit. >_>

     

     

    It's a rough example, I know, but still quite possible.

     

    I appreciate the thought put into the example... but it also leans way too much towards a cash shop example. Cash shop is absolutely not the way I hope this game goes.

  9. I've been playing games a long time and in recent years I've spent a lot of that time playing survival type games that had some sort of construction / building system. Minecraft, DayZ, Space Engineers, Ark Survival Evolved and many others. All of them have the potential for being really great games, until you introduce players that take pleasure in doing nothing more than destroying other people's work and generally griefing other people. I'm one of those players that enjoys both PvE and PvP... but I get tired of PvP devolving into nothing more than offline base raiding and general trolling, instead of actual intense fights.

     

    The thing that I've noticed is that most systems in place in these games tend to favor the attacker over the builder. Take an example from Ark that happened just last night. A group of friend and I spent 4-5 hours working on building up a decently sized base, essentially building a large aviary structure that was going to house our Quetz (very large flying dinosaur). We were still putting the roof on when we were raided by a group flying a Quetz with a ballista mounted on it and several other flying mounts. They managed to take out the lone turret that was set up and then our 2 flying mounts before we could mount an adequate response. I give the credit for a well coordinated attack, they managed to kill all 6 of us when there were only 3 of them. While frustrating, I can enjoy PvP that happens in this way - being a PvP server, they were surely within their right to attack us. It was our fault for not having more defenses set up and a sentry for watch. But what happened next is where the issue arises...

     

    We had just spent 4-5 hours expanding our base that we had already put probably another 6-8 hours into. So a lot of effort was spent on this base. In the 15 minutes after they killed us all, they managed to knock down half the base, destroy every container and every "machine" we had built. 2 days of work destroyed in 15 minutes. As typically happens in this situation, all of us were so frustrated by this that we pretty much agreed to move on to another server. I've seen this type of thing happen in multiple games, especially DayZ (Epoch mod) or Space Engineers.

     

    I would like to ask that the devs for Dual Universe discuss / plan for a system that does not give such a favorable outcome to the attacker. While I understand PvP typically leads to destruction.. it is "war" after all, this is still supposed to be a video game where we come to play and have fun. Where is the fun if a individual or group ends up leaving the game because of this type of situation? I know it isn't something easy to address, as you need to balance the game for PvP overall..  but please don't make something a builder spent 2 weeks or a month building last only seconds or even just a few minutes.

     

    My suggestion is that structures, especially those composed of harder / tougher components, should have a much higher damage resistance. Steel should not crumple at the first blast of laser fire, or leave a big gaping hole when the first missile impacts. Whatever advanced materials we have so many years from now would be even better at resisting damage. I'm not asking for it to take 2 weeks of steady attacks to destroy a single wall... but please make it take a lot more effort to destroy someone's primary base of operations than most current survival games.

     

    Thanks.

  10. What kills me is these same people that complain about subscription models likely are fine paying for Netflix, Hulu or whatever else provides entertainment. But put a game label on it and it's like you killed a kitten.

     

    Seriously, I've been an unemployed student and was still able to come up with ways to pay for my gaming habit. Out of all the F2P games I have played, only 2 have kept me playing for longer than 1 week... and neither of the started off as F2P. Maintaining a game with updates, patches already costs a lot of money. Add maintaining servers on top of that and you add a massive amount of cost. I don't want a cash shop, I want to pay $5-10 a month and get all of the content. Please don't listen to those asking for F2P.

  11. I'm in favor of the subscription model myself, but I definitely wouldn't mind a decrease from the normal $15. If it was more along the lines of $5 or even $10, I think you would see less complaints about it. While that may sound like it shouldn't be such a big deal, it honestly can be for those who struggle to have a steady income or have a very tight budget. I definitely do not want to see this game as F2P though, as most F2P game communities are a lot more... caustic.

  12. Ok I am going to go ahead and say it: NovaQuark is going to need a better PR plan then reacting to naysayers. It's starting to look like the best way to get an interview with the developers is calling vaporware on the game.

     

    I'm sure they do... remember, they literally just officially announced the game before a large crowd. It's just now starting to get attention that it deserves and it's still a long way from even alpha.

  13. To me, a bigger issue than whether the game is open world PvP or not, is what methods will exist to allow PvPers to continually exist. How will PvPers survive after their ship gets blown up and they have to respawn? What is their way of earning money? I'm hoping that has been considered. I know there are PvPers that refuse to do things like mine/build, so how will they earn enough to replace losses?

     

    My hope is that instead of there being some artificial way that generates income for PvPers, they actually have to work at it. I don't mean that as having to do menial tasks, but instead of there being random roving gankers that blow you up just for the fun of it, the systems in place should provide a motivation for PvPers. Want to play a pirate that roams the galaxy looking for ripe targets? Great! But instead of blowing up ships randomly, you need to think about what targets you go after.. and then after you take them down, salvage the wreck to provide resources for you to build more ships or to sell so you can purchase ships. Don't want to be a pirate, but love PvP? Join a group, whether military or otherwise, that provides protection to non-combatants, or defends their territory from interlopers.

     

    My overall point is the random attacks for no reason, like you see in games like GTA V, should be discouraged in some way. The best way I can think of is to provide no reward to those who perform such acts.

     

    And before I get jumped on for this - I am a long-time PvPer and I very much enjoy PvP, but if I want pointless shootem ups, I'll go play CoD, BF, DayZ or GTA. I just much prefer for there to be purpose behind fighting, instead of general mayhem. Just my 2c, though.

  14. And face other players (enemies) once a day =))) Game with that scenario will become boring in few weeks (maybe month, if well deep designed). Don't dream to have huge community, crafting/building games not very popular.

     

    Minecraft disagrees. Crafting / building games are absolutely popular and one of the largest genres in recent years.

  15. Well you're right, Wildstar tried the subscription stuff for a while until they realized it wasn't enough players willing to pay for their subscription  and they had to switch to free to play. The subscription model are usually successful if there isn't any real competition in the market.  Wildstar tried to push the subscription model in a market where there were plenty of free to play and pay to win MMOs. So most people just laughed at that idea and waited for Wildstar to get real. lol

    .I think Dual Universe might end up having to change the subscription model as well because although this game is very ambitious, Dual Universe is stepping into a gaming Arena with heavy competition . DU may have some awesome features but it has competition and a lot of  it's competition  are two or more years of development ahead of it.  Games like Space Engineers, Star Made, Empyrion and plus Planet Nomad another new game just like Space Engineers and using the same engine as Empyrion is coming out in 2017 as well.  So Dual Universe is no where near the only show in town.  None of these games are subscription .  You just pay 20 to 25 dollars and you own the whole game not to mention if there is a steam sale and you get them for cheaper than that.

    Space Engineers nor Empyrion may have Dual Universe's features YET but I would not be surprised if these games have similar features as DU by the time it's alpha comes out in 2017.  Every single one of these games are still in Alpha as well.  I think Dual Universe may need to rethink the subscription model because the competition is not using it. I think it will be hard to keep enough players interested enough to pay a monthly fee when they can pay a one time price and get a game that is close to the samething as DU.  I guess we will see what happens but  I believe after a few months of using the subscription model they will end up having to change.  

     

    The difference is that none of those games can hold large amounts of players in a single server. I run a Space Engineers server and have played many of the other games mentioned. I know for many of us interested in this genre, we want to be able to build a group like the Star Wars Empire or Rebel Alliance or Battlestar Galactica or whatever else and actually play and fight against other groups of players or manage our empire. The sandbox theme is great.. but for many of us, it's more about the multiplayer sandbox. Sure you've got Eve, but honestly it's showing it's age. Sure you've got Star Citizen.. but they've already done the money grab and people are mad about that. If you watch the interview with Captain Shack, Dual Universe is not going to provide much content - they are going to provide the tools for the players to build the content. THAT has me super excited... and on a scale much larger than any other game has even proposed.

  16. Customization is an absolute essential part of multiplayer gaming these days. If we are all running around in generic space suits, it would certainly detract from the game, in my opinion. I'd actually love to see organizations be able to import their own logos in order to have those as optional displayed patches on characters or logos on ships. I know that isn't something easily implemented in an MMO style game, but that sort of customization certainly brings a lot to immersion, when you see a fleet of ships all with the same banner.

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