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GraXXoR

Alpha Tester
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Posts posted by GraXXoR

  1. Subs is definitely the best system, hands down. Think about it.

    Name another system that incentivises the developers to continue to develop and maintain the core game; It's in their vested interest.

    Drop the ball and the subs disappear.

     

    Elite dangerous suffered from this.
    5 years ago they charged players a massive amount ($300) for the Alpha and promised Life Time worth of free downloads.  Just before the game went live, they offered a $100 LEP (Lifetime Extension Pass) on top of the cost of the game ($60) which promised to give the later-comers free DLCs for life, just like the Kickstarted, Alpha and Beta backers...

    The game had no subs.

    Instead, the moved to microtransactions on cosmetics.

    Result: five years after release and only one proper, solid expansion (Horizons) and a bunch of half hearted later addons (Beyond), while Frontier, the company, moved on to develop Jurassic World and Planet Coaster and a new IP coming this year. However, no fear, there are hundreds upon hundreds of mediocre colour palettes from which to choose from to colour your ships or add stupid bobble heads to your ship's dashboard. Pretty pathetic for half a decade's progress, IMHO.

    Reason: No incentive to do anything since they already had the money from tens of thousands of LEP owners and Kickstarter/Alpha/Beta players.
     

     

    The subscription model should ensure that they try to keep the players interested for as many years as possible.

  2. I was under the impression that it was 30 days of game time... which is why they seemed to emphasise the phrase game time rather than real time.
    Some services are like that. I have an emergency LTE wifi access point that charges only the days that it is used.

     

    clearly, 1 month's access is far easier to understand than game time... Especially since a day in the game is so much shorter than in real life.

    13 Euros per month is a fairly hefty fee. Costs as much as Netflix. If you pay you really have to play to get your money's worth.

  3. On 6/18/2019 at 6:27 PM, Sarge_McCraken said:

    I would like to see a progression system that is more real worldly. Like a talent unlock that is directly related to the actions performed. If you fly a lot you progress in being able to fly better unlocking a talent in flight. But because you fly it should have no benefit to say building or mining. Each talent progression should be directly linked to your effort in a specific area of the game. The receiving of a talent in that area would be consistent with the over all theme of an alternate universe but with consistency of a real place.


    Again, the way you phrase it plays into the hands of those who have time to burn and grind... Just fly around for 10 hours to level up flying etc... Or XP by killing other players in fights, etc...


    How about a compromise.

    Points build with time as they do now, but you have to at least do a little something in the area of expertise you want before you can level it up.

    So say you want to level up mining related skills, you have to at least mine a bit of the current tier you're intending to level up from. That "unlocks" the skills in that area upgrading...
    If you want to gain access to the next higher Rocket Scientist skills, you have to use your current skill at least once.. I,e, build a rocket ship with XS rockets before you can unlock S rockets.

    If you want to gain access to Titanium HC (tier V) then you need to gather, create HC and craft with something from tier IV. 

    Moreover, there could be a limit to how quickly you can level up a particular skill through multiple tiers... 

    If you've been away from the game for a few weeks and come back to several hundred thousand SP, you can't just go Bang Bang Bang, Tier III from nothing. You have to use the skill, rank it up and take a moratorium (24 hours?) before being able to rank the same skill up again.

    I think this would make the talent system feel a little more involved and dare I say, immersive, without encouraging/requiring grinding which is the bugbear that drives many away from games currently.

  4. On 22/05/2018 at 2:23 PM, CoreVamore said:

    Theres no such thing as a true one man empire. Sure u can do stuff alone but to be a force to be reckoned with will take hundreds/thousands of friends working together for comon goals.  ;)

     

    This is an interesting point, however I think replacing friends with "group members" would make your statement more accurate... It is very rare for people to have more than double digit real friends or even close associates without using the "hello, friend" or "facebook friend" definitions.

     

    I suspect that since this game is likely to follow "standard" hunter-gatherer mentality for at least a couple of years, a typical "band → group → community → nation" layered hierarchy will develop with later conglomeration under larger structures.

     

    At first, though, the vast majority of effective bands of players will tend to comprise of a handful or two of players.

     

    Players will either gather for protection to perform single tasks efficiently and safely and work together with other such bands to form a fully fledged community or they could even  at first just perform complementary tasks to create a mini community.

     

    Specialised groups offering particular services would need to cooperate to form larger "communities" which may or may not be part of even larger "nations."

     

    The real problem with cooperation is when it ends... Who gets what? That's when communities turn ash or self destruct... 

     

    The current laughably stilted political structure we have at the moment with orgs vying for of 1000s of amorphous members will simply fragment, disband, reform and transform once DU goes live under their own lack of structure and new structures form organically from and around them. Groups (small orgs) with clear, simple goals and a solid agenda will thrive and grow, however.

     

    TL:DR;  DU seems to be EVE with a player avatar so group play will be almost mandatory.

    Having said all that, though, DU is still big enough to support freelancers, sole entities and hermits. But it will be unlikely for them to become "empires" of any renown without opening their doors to others.

  5. -1 Sounds like a bad and polarising idea to me...

    Remember that sustained gains tend to be exponential in nature... 

    If a group dominates early on it could potentially permanently dominate the game and make it very dull for everyone else.

     

    TBH I'm hoping it's the other way around... I'm hoping that they will take steps to make sure Alioth (or at least the greater around the Arkship) cannot be dominated by a single group.

     

     

  6. And there you go. Hence the quiet forums. It’s not surprising nor is it a direct criticism. It’s merely an observation. 

     

    Once the NDA is over and the cheaper packages allow access, there will be a rush of Kerbels, Engineers, Commanders and probably some Citizens, too. 

     

     

  7. 22 minutes ago, Jenshae said:

    This is the sort of statement made by one of those guys with wild hair, dirty clothes and screams the end of the world is coming. :P

     

    More seriously, their aim is obviously to have a game more like EVE than ARK. Where the single universe is too large for any one group to control it all, too many ways for small groups to grab a foothold, build themselves up and take a piece of that pie.

    The big orgs will grab the best spots first (due to numbers) and force the smaller orgs out of spots they have taken (due to numbers)... They will entirely control regions of space (due to numbers) and have the best and cheapest ship blueprints and charge outsiders an arm and a leg for them. Individuals will be the worst off and have to scrape a living from the cracks and detritus that the big orgs can't be bothered with.   Solo players will end up with a game like Elite Dangerous but without the security. They will have no role other than avoiding fuel shortages, no real achievements outside a little crowded pocket in a safe zone and will have the privilege of fulfilling contracts that big orgs will welsh on when they feel like it.

     

    Or they could create a system that prevents orgs from getting too large.

     

    Basically EVE "no man is an island" with voxels. 

  8. 18 hours ago, CalenLoki said:

    Then we'll have BOO1, BOO2, BOO3, ..., BOO69, ect.

    A lot of hassle for everyone (players, devs), and doesn't really help much.

    Why would it be hassle for the Devs, I'm not following?

    Please give me a reason.

     

    Hassle for the orgs is exactly what this system is for. Most players are not interested in hassle. Thus orgs would tend to fragment under their own bureaucracy.

  9. 14 hours ago, TheShadowSage said:

    Quite frankly this is the first time I've seen the forums and that's because I was casually browsing the main website looking into gathering more information about the game until I thought "well there must be a forums for this right?". I think for a majority of players that do have the game either don't know about the forums or they aren't really the type of people to get on the forums website. I double checked the facebook page and they don't mention the forums there. 

    27 responses to the poll... 27,000 Noveans.  I'd say you're right!

  10. 16 hours ago, Hades said:

    It’s all about scope.  ED and SC have a much larger player base and backing.  It’s expected for them to have a “busier” community.  I’m not part of the ED community, but the SC forums really aren’t that busy anymore since they switched to spectrum.

     

    Anyway, I would compare DU more to Camelot Unchained and similar projects.  DU has a pretty active community in comparison. 

     

    I do agree with the NDA keeping things quiet. But I think it’s important for NQ to remember that us forumers are the minority... and shouldn’t take everything we wish for as gold.

    Star Citizen: More than 100 posts replied to within the last 24 hrs in General Chat, More than 50 in the Concierge...  20 in the Subscibers' Den. 50 in Ask the devs. >50 in the 3.1.3 PTU thread. I've not even bothered looking in the ship manufacturer forums which also tend to be rather lively.

     

    DU forums are rather quiet.. 

  11. 46 minutes ago, CalenLoki said:

    The case is: can you think of any game mechanics that are not super artificial that would make zerg orgs less desirable to join? Anything that encourage small groups over large ones?

     

    Because I can't. Not in game with such amount of freedom and no "score" of any kind.

    An Ark tax levied on corporations above, say 100 players that increases as the size of the org increases. At some point, the tax would become uneconomical, causing the org to break into smaller sub units. They could still cooperate, of course, but if legates are limited to one org, power would be more widely distributed.

  12. On 08/04/2018 at 7:39 AM, Dubois said:

    I have to say, I am impressed with the LUA scripting - this opens a whole new meaning to how we build and interact  with things in a game. 

     

    Look forward to seeing what you create!

     

    Doob.

     

    Dubois... 

     

    I think this is going to be a doozy of a sandbox.... I've already spent some hours in the pre-alpha and intend to spend many more thes weekend.

    The freedom is unparalleled by any game I've played save perhaps Minecraft.


    I've always wanted a sandbox game where you could program IN the game... I had hoped Star Citizen would have that kind of freedom given their cool Mobiglas architecture and the ingame assets such as captain's computer in his quarters... But alas, they seem hard coded and static...

     

    Elite Dangerous was supposedly a sandbox (and I'll admit to spending a couple of thousand hours playing it) but ultimately and looking back on it, it was a very shallow solo experience with little that I could recommend to someone beyond having a love of flying spacecraft... The mechics were are still are to this day horrifically stunted and placeholdery.... The "galactic Power characters" literally consist of a single JPG.

     

    As a programmer, LUA is an awesome addition, along with HTML rendering you can create pretty much anything given enough time/resources.

     

    Elite Dangerous i

  13. I initially enjoyed Elite Dangerous due to the open ended sandbox nature of the game.  However, if I take the liberty of tediously stretching a metaphor to breaking point, the ED sandbox was literally a mile wide and only an inch deep and as for working tools, only a small spoon was provided. 

    There were scoops without handles, some didn’t even have a bottom edge, there were wireframe outlines of some toy earth-movers, a bit of paper that said, “this will be a bucket” and a photograph of a hose labeled “water”. 

    Literally nothing was fleshed out properly and still hasn’t been after three years.

    And I haven’t even mentioned the open ended endless repetitive grind that pervaded every single aspect and the only interaction was to shoot stuff. 

     

    It was like a sandbox filled with tiny little repetitive FTP “amusement” parks. 

     

    The reason I chose to jump ship is because DU promises to allow the players to actually communicate meaningfully and achieve something together. A real sandbox with real tools and an incredible level of openness. 

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