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Alpha Team Vanguard
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About Fitorion

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    Novark Citizen

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    Iron Founder
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  1. I lean toward the month+ side of things for someone not using the market or player made quests to... Mine up enough materials to Build a small refinery or several for the possible different types of materials to be refined... Then mine up enough materials to run through those to get the materials used for building a space ship... And then the time it takes to actually refine them... Which should be several minigames I think so you're constantly having to change and manage things in a fun engaging way. Watching a progress bar is never fun. Mining would be competiti
  2. I haven't played Eve So I have no basis for understanding skill training of its style. I also haven't seen much in the way of details about such a system in the game in any interviews or articles... So I have no way of conceptualizing how such a system could or should function. All my thoughts about the game are as if such a system doesn't exist and it's purely learned player skill not some leveling mechanic that artificially changes how fast or well some action can be done. I don't mean that such a system won't be in game. I'm aware that there is some info that su
  3. Time is a resource. The time it takes to gather and refine and then assemble things in real life gives them their value... usefulness also is a factor... But in real life there's other ways of obtaining valuable objects... You don't mine the iron... aluminum... or drill for and refine the oil that make and fuel your car. You pay others to do that for you. My entire point in this thread has been that 1 person should not easily or quickly be able to do all the things to make a space capable ship. Each step of the process should be a deep, involved, and time consuming
  4. I don't think speculation is the right term to describe what's going on here. Part of this forum is about suggesting the mechanics and balance levels of activities we want in the game or know will be in the game. So we have people advocating for different... or actually the same level of balance(misunderstandings not withstanding) to features that are known to be coming to the game. Examples which are speculation may be used to illustrate how things could be balanced to one level or another.
  5. stuff in Red I did not say that. You are now Inventing a position I don't hold and haven't advocated for and then arguing against it. You went to the market... you are together. Oh look that person walked past. You are together. While out in your cabin... see that building on the ridge? or the orbital station over head? You are together. Mining together and hunting? Just what is your point of disagreement? People only have shared goals due to shared hardships. Remove the hardships and you remove any reason for people to have any goal to share.
  6. I think you've fundamentally misunderstood my posts. None of them were about forcing everyone into formally organized groups. I think we have the same definition of solo play... but maybe a different definition of interact. Also maybe a different definition of "together." Anything within eye sight fits my definition of together... it does not refer to groups. And you disagreeing with my assumption that solo play is desired to be close enough to other players to be able to use market terminals... and seeing them walking or flying about... lead me to think your definition was ab
  7. I generally think that way too... but then I post something about structuring the game so that people have need of utilizing those goods and services... and suddenly I get responses say that you can't force people together and doing so is anti solo play... So I'm left to wonder what solo play they want if they're against all the things that would have people interact on any level... And the only thing I can think of is full self sufficiency / creative god mode. or... a single player non-MMO so there's not even a chance of bumping into someone else ever.
  8. Interacting with a market terminal is interacting with other people. Other people made or mined the stuff and put it up on that terminal. But without a need for any of it then the market will not be active. How do you make a market be active? By having an activity that people want to do... such as space flight... take lots of time or resources to do solo... so people will "be forced" to interact with others by buying what they need from the market if they don't want to spend the time to do it themselves. Then Businesses can exist to service the desire people have for doing that activity.
  9. If they don't like the game they can leave. The Devs Can make the game favor the play style they want. That's what Game Devs do... they make the game they want with the mechanics that support it. I said "if you can go anywhere and do everything without having to expend any effort or time or resources to do it then you will and not stick around other people... not rely on those other people... not interact... and no civilization occurs." You said "More players means more diversity and more market activity. It makes politics and business more varied and comple
  10. Part of the design of this game is that it's about civilization building. In order for a civilization to be built there has to be some level of difficulty to travel and resource gathering and services people can perform that have some value to other people. Why? Because if you can go anywhere and do everything without having to expend any effort or time or resources to do it then you will and not stick around other people... not rely on those other people... not interact... and no civilization occurs. The amount of resources and the time it takes to gather them and p
  11. MMO's always take a hit to graphics as compared to single player games. That said they're definitely going to do the best they can.
  12. There will be "docking" elements. Using them you could build a ship and dock other ships to it... like say... small shuttles or fighter craft. So you'd build all the ships separately. The carrier ship and the small craft you wish to dock to it. In the version of the game I played at PAX last week... docking elements weren't in the game yet. Hopefully they will be in soon.
  13. Indeed. Complexity breeds specialization. Specialization is vital for an economy to develop.
  14. I didn't see the tool... but That could have just been me not understanding things and not using the tools properly... I just copied and pasted the voxels from one side to the other. Had to rotate them to get them correct. I used an element as a reference point to position them. Copy and pasting only copied voxels. I found that you could "clip" voxels into placed elements... but if you then picked up that element... you couldn't put it back down in the same spot as it wouldn't let you "clip" an element through voxels. This might change by the time we get
  15. Many of the pre made ships had mini/micro voxels in them. The railing of the carrier ship's ramps up to the cockpit were made of them... and a bunch of ships had pointy bits. So they were in the build at PAX. I asked JC about them and told him how they were a little bit of a problem in Landmark... where if there were too many of them in a claim it could lag the game. He seemed to think that wouldn't be a problem. Not sure about anti voxels... or some of the really twisted stuff you could do in Landmark. Not sure if they have the "borrow an extra vertex from a neighb
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