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Tordan

Alpha Team Vanguard
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Posts posted by Tordan

  1. 52 minutes ago, Raza157 said:

    The video game industry is now operating like a publicly owned stock. Investors, the gaming community players, are now shareholders. Therefore there is a need for the shareholders to know the details, its called ROI return on investment. In my case my ROI is how long will i be able to play this game based on the money i am spending (Or bigger picture) Is the game sustainable. 

    no.

    if you want to INVEST in a game, there are methods for that. this is spending the equivalent of lunch money for the ability to help test an unfinished product. Your ROI is limited to what they offer.

  2. 4 hours ago, NanoDot said:

    There will never be an "Australian server", or any regional servers anywhere else in the world.

    Except for China, which is an exception to any rule... ;)

     

    DU is a single-shard game, just like EVE-Online, which means there will only be one "game world" running for all players, regardless of where on the globe they may be.

    While there may not ever be servers physically located in one country or another, it is false to assume that a server cluster can't use multiple physical locations to establish the single shard virtual space. 

  3. 2 hours ago, NQ-Nyzaltar said:

    ...Free to Play is a good monetization model good for some kind of games. We just don't think MMORPGs is among those. When you aim to have a game lasting for decades, you need to have steady income for decades as well...

     

    Best Regards,

    Nyzaltar.

    I agree, and think you are making the correct choice. All the games I find myself going back to after years of play are the subscription model games.

  4. 45 minutes ago, NanoDot said:

    What's the use of having a territory claim mechanism if it doesn't allow complete control of a territory hex, including all existing structures in that hex ?

    A Territory claim mechanism, should not be able to be used as a weapon. You should only be able to place one if the territory is free of static structures. If you want to place one around a established base you should have to win the war FIRST.

     

    IMnsHO

     

    In a more general sense, attacking a city state and winning should be very hard, and must require a very large army of ships and players. If one asshat in a stealth ship can land on a planet and wipe out a city, then those of us who build cities will simply not play the game.

  5. 2 hours ago, boots_1588 said:

    Meh, i guess its connected doesn't really answer my question tho but its not that serious

    unfortunately, due to the NDA, the most anyone can do is point you at official threads of information.

  6. 45 minutes ago, Thumbnutz said:

    I may be giving folks too much credit but i imagine each organization will have its own independent architecture. I can just imagine landing on some world occupied by a cult like organization with their own warped idea of churches.

     

    I think it will be kind of cool to check out the shanty towns of smaller organizations compared to 800+ member organizations. ( if you have 800 people you better have a lead architect or its going to look like 800+ 10 year old on a Minecraft server)

    each area will indeed have a certain look and feel. some will be planned, some will be a hodge podge.

  7. one would assume that there will almost certainly be 'space only' ships that carry fighters, landers,  and other types of specific use ships. So booster rockets will just be one ship carrying another ship into space.

  8. 7 minutes ago, boots_1588 said:

    I was thinking the same thing, maybe not exactly running an empire solo but I don't think cities can really be possible unless the game gets millions of dedicated players. So I was thinking, there should be like a population growth system with ai, say for example a player makes a small village and introduces some ai colonists. Later when they come back over the time of maybe in game months there may be more people or few more houses, so settlements would grow by themselves.

    by the time there was enough money flowing to afford this kind of programming time, there would be enough players that this would be counter productive.

  9. On 5/26/2018 at 4:19 AM, NanoDot said:

    There's no implicit guarantee that DU's engine will allow everything that was possible in Landmark.

     

    It remains to be seen what can and can't be done in DU's voxel world.

    For what it's worth I can already offset a vertex by 1/2 a voxel more than I could in landmark

  10.  in-game voice is absolutely essential. to not put it in the game would be in my not-so-humble opinion completely asinine.  call it Quantum entangled radio so there's no excuse for it to not be instant. Frankly I want to be able to fly through space with music on belter pirate radio, a scanner scanning the national channels for important news, and be on a private com with my wife

     

     

  11. As I mentioned in another thread too...

    For gameplay reasons, I strongly support the idea of voxels only being relevant for mass/weight calculations. Wings, engines, collision damage etc, should all ignore them, except for the weight and mass distribution.

     

    People will want to create cool and realistic looking ships. I honestly think "look a flying cube" will be a short lived and irrelevant novelty, and the ability to create unique and varied will add so much more to the beauty of the game. If the elements have to be exposed to work, then that will greatly limit the variety. 

     

    Oh and for the record, this means that you should need to use a distribution of heat sync elements for re-entry rather then force a particular voxel deployment.

    Collision damage could likewise simply pass through voxels so, if you run head on into a wall with an engine, and it takes x damage, if you put 20 rows of voxels in front if it, the engine still takes x damage. protection bumpers would be functional elements that could also be coated in voxels for unique designs.

  12. 19 minutes ago, NanoDot said:

    As far as MMO's providing specific RP support, that concept died long ago due to the ROI on developing those features. The user base that uses them is simply too small to make it cost-effective.

    Citations please? Case studies? Comparative analysis? 

    What about the large player bases who use and enjoy the role play features in WoW and LotRO for instance.

     

    I would perhaps argue that Role Players avoid games where there are no penalties for negative, oppressive, or anti-social behavior.

  13. 8 hours ago, Atmosph3rik said:

    I miss Landmark.

     

    It was pretty awesome what people accomplished in Landmark in terms of gaining control over the voxels.  And it was a lot of fun discovering new stuff.  But I do hope NQ just gives us a voxel editor.  It's so silly that we could have had full control over the voxels in Landmark all that time and instead we had to figure it out for ourselves. 

     

     

    I miss Landmark too.

    I'm of mixed mind on this. while a voxel editor would be useful, I do sort of like being able to do unique stuff. This was my grid of vertices from landmark. Every point at 1/16th intervals. 

     

    CmdyO0XVIAA7UCe.jpg

  14. On 9/8/2017 at 10:02 AM, Elkay said:

     

    Hopefully, i'll get that Alpha invite I keep hearing about :)

     

    Elkay!!!!!

     

    Good to see you man.

    Tordan <= Tyim

     

    Looking forward to seeing you in game.

     

    oh, and yes, there are some landmark Voxelmancers here. /grin

    there are some interesting new constraints here though, and while i can't discuss, 'cause NDA reasons, I can point you at a publicly available Dev Post:

    https://trello.com/c/KDZBff3I

    This is slightly mitigated by this one:

    https://trello.com/c/CSNbKxq3

     

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