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Darius Sanguna

Alpha Team Vanguard
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Posts posted by Darius Sanguna

  1. You say drawbacks good sir, I see balance. A crafter should specialise. And there should be a builder tree.

     

     

    The way they explained it, they say you an get all starting skills from all skill trees very fast, but the times increase on other trees the more time you have spent aupgrading another tree. So, you could be a top tier skill tree pilot and then have access to simple weapon systems for a jet-fighter, while your unlocked skills giving you the ability to operate a certain high mass starship due to your specialisation. But if you were to invest in another tree, that would take more and more time. So it's a balance really, similar to what other MMOs hardcode.

     

    Same applies for a builder, specialising on making elements of higher complexity, while another specialises and gets access to more precise voxel tools, or even the ability to build in space.

     

    For example, I aim for ground combat, so I'll get to unlock how to operate a powered armor. You, who might have invested into piloting, will be able to use a basic combat armor, that is not strong as mine. Then, there should be a "profession" list of trees, ways to get money. For example, I want to be a bounty hunter, so, I start on the "gathering" skill tree, upgrading it until I unlock the "tracker" skill, which allows me to detect people on my radar. You, as a pilot though, invest on "electromagnetic reads" which gives you the ability to track other ships in your radars, or at least, giving you the knowledge of how to operate those radars, by providing you a widget for your flying U.I.

     

    It's all balanced, catered to the playstyle of each, creating different jobs. And hopefully, with a skillpoints loss system, there would be a greater insentive on going to mindless PvP other than losing a ship, as people will have to "recuperate" before heading back out there.

     

    My point was that i don't want that the skills get incorporated with unlocking blueprints for functioning parts.

    I want a system that is more oriented on real life.

    In real life you can read books or go to school to grow your knowledge about certain things and how to operate them (in game that would be the skill system), but the knowledge how to operate them gives you not the ability to build them. For the ability to build them you would need the know-how and a blueprint and in real life the blueprints come from engineers and scientists (here is the seperated research system), the blueprints doesn't fly magically in your head just because you have read a book.

  2. I'm pretty sure that the skill system is needed both to do stuff like flying a ship, both to unlock elements, like Eveonline, but faster.

     

    That would be pretty boring and there would be no point in being a scientist, because it is offering no gameplay.

    And how would you implement the unlocking? is the gunner tree getting the guns unlocked and the pilot tree the cockpits or will we have a seperate builder tree where all the elements are included. You can certainly see that both options come with serious drawbacks.

  3. There's a skill system already that will do that job, so I doubt something like that will happen. To add it after release, wouldn't make sense, since at that point we would have already built and unlocked everything.

     

    As far as i had understand it the skill systems provides only operational skills, so skills that are needed to fly a ship, shoot, repair, mine certain materials and such things.

    So no unlock of components and elements via skill system, i think we will get an actual research system.

  4. If you're a Citizen of the Terran Union please also apply on the Community Website

     

     

    Changelog Version 3.3.5

    Added link to the Terran Union on the Community Website

    Added “SilverLight Industries” under Economy/Companies/Companies with a friendly relation to the Union

    Added “Chromion Industrial” under Economy/Companies/Companies with a friendly relation to the Union

  5. As i already said once, i don't think my opinion is the non plus ultra, but its based on facts, logic and experience from the last 15 years where such topics arose dozens of times, its empirical knowledge. As scientist, if we observe something happen all the time, then we take that as fact until something different happens. But with the amount of examples over the past 15 years and the development of most mainstream-gamers into people with low or no patience and resistance to hardships its extremely unlikely, that something different will happen.

    Thus the reasonable consequence from this is, that games with to many annoying mechanics, annoying defined by the majority of players, will only be successful within an small playerbase. But thats something we all wish to avoid.

    Thank you for this, this is well formulated as your opinion based on your experience and knowledge and i can respect and accept it.

    Just to clearify it, my problem with you over the last few days wasn't your content, it was how you have presented it, to me it has all sounded like facts that are certain and at this stage of the game development i don't like it, if someone sounds like he knows already how it will be at game release, with no room for changes.

     

    I personally can follow your thoughts about this and i see your point, even if i don't like it, i can accept it as a possible outcome, even as the most possible outcome, but not as certain outcome, at least not for now.

     

    I hope we can now continue on a healthier basis :)

    I also hope that i can come up with a food mechanic that will satisfy the roleplayers and not be too annoying for the others, it could take a while, but i'm looking forward to your feedback.

  6. I think you don't understand vylqun i wasn't emotional because of the topic, i'm emotional because of you

     

    hindering progress and one of the cancers of our current society, especially if those "offensive" things are just plain facts and reasoning without any emotional argument.

    People who get offended because you refute their ideas with logic and reason should toughen up a little bit, its not like they are insultet or get hurt if someone tells them that their ideas are bad.

     

    because you're obviously thinking that your opinion is the non plus ultra and so you are presenting these as facts and with these facts your argumentation is logical, yes that is right.

    next point is that your a speaking for many players, but which players have allowed you to speak for them? were you elected as speaker for them or something?

    if your answer is no, then please speak only for yourself and present your assumptions not as fact, you can take other mmorpg's as example, but we simply don't know how DU will evolve, so your assumptions at this point are so valid or invalid as my hopes for the game.

     

    So simply said i can respect your opinion, if you are presenting it as your opinion and not as fact, to give you an example "I think it will happen in this fashion", that is good it is presenting your opinion, now "It will happen in this fashion", that is bad, it is presenting a fact and this is the format of your current arguments.

     

    And i see no point in arguing with someone, whose opinion is already so rock hard that it seems as fact to him.

     

    So please think about it.

  7. If something has way more negative aspects than positive ones it is not efficient to look for the few positive traits. Criticism doesn't always need to give a better possibility to realize something, when its way better to just let it be. (If someone wants to cut his veins you wouldn't tell him how to do it with less pain, you would stop him)

    In my eyes you have claimed to give constructive criticism, but you have certainly given pure criticism, so i have corrected you.

     

     

    and regarding the warfare, as far as we know it could be possible that alone the transportation of the troop could take long periods of time, depending on your propulsion and the distance between planets and the battle is normally first ended after someone has won, be it diplomatically or with the military and if you want to conquer a well defended planet it could probably take weeks or even months, we simply don't know.

     

    Green planets, yes it is science fiction, but that doesn't render my argument useless, it could be that growing plants on a planet is way more easy and profitable as growing them in hydroponics, where you would have to provide everything the plants need.

     

    So every further discussion about this topic with you vylqun will be considered as useless by me and thank you that you have confirmed my opinion about you.

    Have a nice day :)

  8. I'm taking our discussion from the Ammunition topic to here.

    now really? you were given several arguments exactly why food and water doesn't add anything valuable to the game and would rather decrease the playerbase, and you claim no one gave constructive critizism? Are you trying to troll the community? There was a logical answer to every argument that was given for a food mechanic, are you really going to ignore that and say that there weren't any? How should we take your posts serious if u behave like that?

     No, you gave me several arguments why food and water doesn't add anything valuable to the game in your opinion without even a try to get a other perspective.

    No i never claimed that no one was giving constructive critizism, i have claimed that you (vylqun) are not giving constructive critizism, yes you are giving critizism, but certainly not constructive, because that would come with ideas how to make it instead or how to make it better and not simply claim that it isn't feasible.

     

    Yes i give you, that your answers were logical from your point of view, but from my point of view it seems that you've don't even considered that your described scenario could be possible and yes i hope for a player base in the millions and armies of thousands of players.

     

    In my eyes you are acting like the all-knowing and all-mighty god of the DU community, which you are certainly not and this is my current problem with you.

    And to me it feels like as you want to crush my dreams just because you don't like them or think they are futile.

     

    This was way more personal as i thought, but it must be said.

  9. "loot" part was for CaptainTwerkmotor, he came up with the PK and pack-mentality thing, two posts before mine.

    Here it is:

     

     

    WWarden

    Well, they are considering it. If they want the game to be working with subscription, I can't see it having survivail. It will make PK for food a part of the game. And nobody wants that shit. PvP ? Sure. But pack-mentality for survival will turn people off the game.

     

  10. PK will depend on the lootability of killed players, because if you can't loot a player then it isn't worth it and if you can hunt helpless animals and harvest wild crops, its even more unlikly.

     

    And instead of saying "i don't like it" and "it will destroy the gameplay" (and currently your arguments sound like this to me) you could come up with constructive ideas, how it could be implemented so that it works for you.

  11. its pretty easy actually, for things like ammunition, fuel etc. you chose to need them. You don't need to participate in space warfare or something alike, if you do then you chose to have to organize your ships and ressources for that one war/raid/whatever, and afterwards your free again.

    For mechanics like food/water etc. you do not chose to do it, you must do it. Always. Whenever you want to play. 

     

    Please don't tell me, that you don't see that enormous difference^^

     

    Ammo weight, fuel etc. directly impact the design of spaceships and thus the PvP, it makes carriers viable, limits the size of spaceships without any wierd artifical limit and turns war in an all out effort for alliances who need to have the logistics to survive it longer than a day.The impact on War, Organizations and Economy is severe.

    Food on the other hand, aside from needing a small container to store the food for several days, and having to use it in certain periods adds no value to the game.

    Food and water would add value to the game. For example the value of certain types of planets and i speak here about long-term value, that is more as simply "mine the planet empty and leave". For example: without food are planets with a rich fauna and flora, but without valueable minerals, basically worthless, besides the aesthetics of course, but if you have a mechanic for food, this type of planet would get a significant strategic value (i assume that it would be easier to grow food on planets then in space).

     

    Now to warfare: If you have a food mechanic and you want to go to war, your first thought is about food, food for the most vital part of your fleets and armies, your Soldiers and a soldier with an empty stomach can't fight and if there is nobody who could fight for you, the greatest ammo and fuel reserves aren't going to help you. So you could food also see as ammunition or food.

     

    I will not even begin with the economic possibilities that could arise with a good food mechanic.

     

    And the value of something will always be determinate by the need for it, be it food to survive or ammunition to shoot someone you don't like. So everytime you add a need for something you will get a whole new universe of possibilities, but if you take away a need, be it ammo, food or something else, you will limit yourself.

  12. Yeah you can basically ignore my first to paragraphs they were simply meant to point out that both games have their pros and cons regarding the topic, without going in depth.

     

    Regarding the props, they are basically the components that translate engine power into movement, so they would be the flame exhausting things (don't know the correct term, nosel maybe?) on a thruster, at least in my eyes.

     

    So to clearify how i think naval translates to space in terms of engines, thrusters and reactors:

    Engine + Prop = Thruster

    Engine + Generator = Reactor

     

    The only idea i have regarding the skill system would be, that the whole thruster and the thruster components would be unlocked together. Maybe i have more if there is more about the skill and component unlock system.

     

    Sorry if i have confused you my brain is currently a bit jumpy and sometimes i confuse myself, at least regarding this topic. The only thing i really want to say is, that i want a good made compromise between this two systems, because it would remove most of the cons of both systems.

  13. I agree that you can make awesome things in SE, but that is not the point, the point is that you in vanilla SE aren't able to build your own custom thruster or a minigun where you can change freely the firerate and shell size, such things are only possible with mods.

     

    On the other hand with FTD you can change this parts almost without limitations, but there are no prescripted single block elements that would be worth it to build them, so if you don't want to spend your time on building such elements yourself, you must also go to the workshop.

     

    So we have here to extremes, why not find a middle way? For example we could have prescripted single block elements and a buildsystem for multiblock elements, the prescripted elements would be in their size and properties about equal to a balanced (with this i mean that it is optimal balanced for all properties) similar sized build one, but with the build one you would have the ability to change the properties to your liking.

     

    With balance i mean the balance between the positive and negative properties of the element, for example with a thruster you would have to balance the thrust and the power/fuel intake, so if you want a small thruster with much boom you must live with the fact that it drains your tanks within minutes.

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