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Tnecniw

Alpha Tester
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Posts posted by Tnecniw

  1. So, this is a relativly simple thing

    As a silver kickbacker, (apparently resulting in a contributor pack) would I like to upgrade to the sponsor pack, so I can have access to Alpha 1...
    I have heard it should be possible to upgrade from contributor to sponsor for 60 bucks (aka half price)
    However, is that possible as a kickbacker? Or would I have to buy full price?

  2. Just now, Mod-Merwyn said:

    Only at alpha 2 and beyond.

    Except if you create another account and buy a patreon pack at full cost (but in this case, you will have two different accounts and rewards won't be shared).

     

    ~ Merwyn

    Oh... when is alpha 2?

  3. 1 minute ago, Omfgreenhair said:

    I had the same error. From what I've gathered is the following reasons:

    1. busy traffic

    2. if you're trying to use a mail address as a sign in it fails

    3. you should sign in with username but be aware that username is case-sensitive.

    I don't have an issue with logging in.
    O_O
    I mean I can be on the website and such, But if I go to the pledge file specificly, does it turn into a error 500.

  4. Soo... I saw that the pre-alpha will be avaible tomorrow, so I thought it would be neat to try and get access. So I wanted to update my pledge. Add a bit to it and such.
    however, when I try and access the pledge page, I get an error 500. No matter from where I access it.
    Is it because I pledged via the kickstarter? Or because of another reason? Halp?!

  5. 21 minutes ago, NanoDot said:

    The problem with research rate seems to be that NQ want to introduce new tech in stages. The only way to ensure that is to make the research process controllable (i.e. predictable) from a developer viewpoint. 

     

    If research is done in a clever or "interesting" way, it opens up the possibility that some players may be able to discover new tech before NQ wants it to be discovered (i.e. stargates get discovered in week 4 after launch). Once 20 thousand players start working on a puzzle or minigame, there's no way of controlling the outcome unless there's hard caps in place.

     

    One way to keep control of the rate of discovery would be to only allow research of new tech levels after a certain time has passed. Perhaps the list of available research projects can simply be limited, with new projects being released over time. The research mechanics themselves can then be a fun and interesting process, without risking too much progress too soon.

    Well, that is what you can expect.
    The game is planned to be massive, if they add everything at the start is it more likely to be a slightly broken mess.
    By adding it in slow intervals can they build each aspect up with much more detail and efficency. 

    Besides, think on that 4th week, when people finally are unleashed on the solar system xD. IT will be such glorious chaos. xD

  6. I'm not gonna bother reading the 7 pages leading up to this, but NO. For the love of god NO!

     

    It doesn't even make sense from a lore/immersion perspective!

    If humanity has advanced enough to travel deep into space we've long since replaced traditional food with a pill or injection to fill our needs - Also who the hell wants to be a spacefarmer? Really.... Not enough to sustain the rest of us at least, I'll guarantee you that!

     

    I am a patient guy, and if I was 20 years younger and had no kids that demand my attention every second of their waking lives I might go for it, at least entertain the idea of it. I'm not there anymore and if this chore is put on me, when would I have time to explore, build and scour the markets of this universe? Never. That's when. It'd be Real life 2.0

    "Who wants to be a space farmer"

    *Slooowly raises hand*

    I mean, in games like this am I often the profession or crafting guy. While it is far from the only thing I would want to do, would that actually be a calming and nice experience. :3

  7. I think we should leave it at that. NQ, would you be able to lock this thread? Its going around in complete circles with the same arguement made. If people are curious they can reread all 12 pages of debating, that should be enough info for them.

    Debating? Dark.... IT is mostly people complaining about not having cash and other people showing them the truth. not much of a debate :)

  8. A subscription is pretty much equivalent to a cellphone contract. You're locking into the carrier and can't go anywhere else. That's what I'm talking about. Most sub games offer longer "contracts" at a lower rate and this locks a person into that one game. You don't want to play anything else because you feel you're wasting money. In a F2P game, I can play as many games as I wish with no worry that I'm losing anything by taking a week off from one. Now you don't do that with cellphones. You pay as you go (F2P) and leave and go to another carrier when you want and you aren't losing money. That was my analogy.

     

    WoW has a shop with mounts, pets, helmets, and even a level boost to 100. Is that not pay-to-win on top of a sub? WoW succeeded because it was the first really large professional MMORPG. It has lost millions of subscribers since but still remains top simply due to its numbers.

     

    Eve Online's system of earning ISK in the game to pay for a sub is highly unrealistic. It is nearly impossible to earn enough credits to buy the card for gametime. Only people who have already put years into the game and are in a large corporation may be able to do it. No new player is going to come close. I know people running bot mining programs that mine 24/7 and still don't earn enough.

     

    I know a lot of "F2P" games pretty much require you buy something to get the good stuff, but STO does not require a penny for anything. All content is open to free players and anything a money-spending player can get, a free player can get as well. It will just take longer. STO has been around for 7 years and is still strong. World of Tanks and World of Warships is another example of good F2P models. Spending money doesn't buy you anything better, it just speeds up the process.

     

    DU can choose whatever path they wish; it is their game, but facts are that the F2P model makes the most money for companies and this is why it is vastly more popular. As I said before, you have to do it right. I often joke of making a Tic-Tac-Toe MMO that is F2P: Everyone gets two X's and two O's for free, but you have to purchase additional ones in the shop. That's a bit like some of the F2P games, but I think it's unfair to lump them all into the same category.

     

    And to be honest, a lot of games fail not because the game is bad or the business model is bad, but simply because the community is bad. I can't count how many games I've started and the community were such jerks that, instead of trying to help new players, they flame them for asking questions. These people don't seem to realize it is in their own best interest to be nice to others and help the player base grow, but a lot of people are turned off by it and quit.

     

    And, BTW, I've been in the automotive electronics industry for over 35 years and mobile phones were not that expensive. In fact, most high-end cellphones are twice as much. Mobile phones were about $200.  Cellphones were never free or even cheap. Those "free" phones were $300 or more cost to the dealers and were given away only with a contract because that's how the money was made. This isn't happening anymore.

    1: Aaaaaaand? A subscription is, yes... quite alike a cellphone contract. but it is the most stable Pay model for a online game possible. 

     

    2: The wow shop... (even if I dislike it quite heavily) is litterally as far from P2W as possible.

    All the mounts and pets are cosmetic (except pet-battles, but honestly, nobody plays wow for PvP pet battles), the helmets (the three of them) are some of the most disliked transmog pieces in the game and don't even have stats, ONLY costmetic. and the 100 boost? THAT isn't P2W. It is P2C (Pay for convenience)

     

    It is for those people that want to try a new class at max level (or level an alt to max level) but don't have the time that they are willing to spare on it, so they pay to get a character up high so they can do the interesting stuff. You won't win any PvP or PvE content easier because you do it, it is just for those willing to spend more money then time.

     

    3: Wrooooooong, people constantly earn money to buy PLEX. Sadly have EVE (after about 12 years I think) implemented a "free" model. Where you are a alpha clone, but can't get the skills to fly the big ships and stuff... so you are basicly a grunt. But EVE didn't truly fail because of its model, but rather because of its difficulty curve and generally "grindy" gaming style. IT is REALLLY hard to start up in EVE, unless you find a good, newbie friendly CORP...

     

    4: STO (Star Trek Online) is garbage. I am sorry, but as a new player trying it, it is pure shit. The graphics are ugly, the game is slow and clunky and much more.

     

    Also, do you know WHY F2P models even works? It is based on a single concept in the game industry, WHALES.

     

    WHales is what you call players who spend ENORMOUS amounts of money in the game, I am speaking tripple zeroes worth. Basicly THEY are the players that keep the game going, making sure you guys can play for free. Without them, POOF... a game goes up in smoke cause it don't earn enough money.

     

    MMO's are SUUUUUPER expencive. They are the most expencive game type in the gaming industry, "F2P" isn't TRULY F2P... more like "Letting Someone Else Pay 2 Play" so "LSEP2P" 

     

    5: F2P models are the LEAST worthwhile paying way of them all. It brings in a UNSURE amount of money and it is never 100% sure if they will get what they need each month, the reason it is "vastly more popular" now.. is because companies understand 1 thing.

     

    People won't pay a subscription model, for a game they don't think is worth it. WoW, in all its glory, is the best MMORPG on the market (in pure content and player base) and when people start playing another MMORPG (that is like wow) they automatilcy think,

     

    "huh, this game is great and all, but I could be playing WoW instead". IF the game isn't free, they have no reason to pay money to play that game, since they can play wow instead... BUT if it is free, then they can play the game on the side when they want, since it don't cost them money. You get the point?

     

    The ONLY reason that wow has gotten as big as it has, is because of its subscription model, it has allowed it to gain a steady and safe income, with a clear way to plan and check their income (basicly they can look at their subscriber ammount and say ROUGHLY how much they will get by the next month) WHICH allows them to plan and produce content according to that.

     

    They can take it slow, focusing on quality over quantity. Making grand things, while F2P games have to CONSTANTLY pump out loads of content and updates to keep the small, uninvested fanbase interested, so they don't leave for another F2P game. You follow me here?

     

    THERE. You have gotten answers to everything.

     

    DU is going to be SUB, and due to it honestly being unlike any other MMO out there at the moment, it could REALLY succeed. :)

  9.  

    The others have already described in detail what possibilities exist. But the topic can not be considered as done.
     
    I understand your worries. My Fear: I have an outpost. This outpost becomes a victim of a raid. The raider "beautify" my outpost with swastikas.
     
    NQ said somewhere that they can track who has set the blocks.
    But how do I deal with it as a player? I do not want to be associated with anything that would harm my reputation as a player and a human being. And here everyone could be affected.
     
    Even if it is presumed to be in the EULA, the damage would have been done.
     
    - Do I have to prove NQ that I have nothing to do with the perpetrator?
    - Do I have to remove it by myself, or is it removed by a game master?
    - Do I have opportunities to report "works of art"?
     
    I am aware that it is an isolated case. I still trust that we do not do something like that. But what if?

     

    THAT kind of stuff.

     

    That is what I also kinda worry about. (and honestly, I dunno about you, but seeing giant dicks flying around in space kiinda ruins the immersion. Yeah, I know. Freedom of creativity and stuff. I am just saying)

  10. I am not saying that I don't want others to not be able to do "bad things".

    Hell, It would be boring if you could only build and not have any form of "competition".

    What I say is that there are "Limit" to that.  For example, we don't want a "goon swarm" situation, where a massive group of players constantly, nonstop, harass other players making the game unplayable unless you are in the group they are in. You get my point?

  11. Now... IT is a bit of a troublesome topic in these kinds of games. (Well in ALL games, but games like for example Dual Universe are the most sensitive to these kinds of people.)

    People who only trolls and generally just ruin everything for others just because they find it fun. People that ruin others buildings or the like just to see them get angry.

    I am not fully aware how this will be stopped, but It can easily become a big issue if not adressed in one way or the other. 

    What do you guys think?  How will we stop stuff like this from happening? (The last thing I want is some player named "Mommafaker81" bunny jumping in a circle around, randomly placing out cheap ores to be in the way of others :/)

     

     

    Edited by Nyzaltar:

    Foul language removed.

  12. Please explain how a subscription model is any less Pay-2-Win than a F2P model. Every subscription game I've seen has a shop that sells advantages. There are good F2P models and bad ones. I don't like seeing all games get trashed with some bad ones.

     

    For instance, STO is F2P and there is not a single item in the game that cannot be obtained while playing for free. Sure, you can purchase items that allow you to get more faster, but that's what any optional purchase does.

     

    Very few subscription games succeed and will just turn F2P within a year or so if they don't fail completely. Then it is harder to stay afloat because the model wasn't geared toward F2P from the beginning, so they struggle with balance.

     

    I hope this game succeeds, it looks pretty good from my telescope view. But when the dust settles, it's the game's quality and not the business model that decides its fate.

     

    I also remember when all cellular phone plans were subscription based. I'm glad I'll never have to deal with those again.

    I have explained this before and apparently have to explain this again.

     

    a Sub game is the least likely to become P2W. the whole thing of P2W comes from the fact that developers need to get money, so they give something awesome and powerfull to give people more reasons to pay. 

     

    Sub models don't do that because it is more likely that the game will have a steady income. So they don't need any P2W items and are most likely to be 100% fair.

     

    And the reason for so many sub model games to fail and turn F2P? THAT is because they were all mimicing WoW. 90% of the sub games were based so heavily on wow that the people playing them, thought "huh, WoW is much better and is also a sub game why do I play this"

     

    honestlty without its sub model I doupt wow would have gotten this far in its lifespan, same with EVE for that matter.

  13. Time for Space NASCAR or Hovercross to develop as an industry.  You could set up large areas with pre-made race tracks and have races, perhaps even with betting and such.  OR you could even go rally mode and have off-"road" races across massive tracks of terrain.

    All know that nascar is only interesting for the crashes... and when there is no collission  damage will that be  difficult.

  14. Yes, but my point was that Star Wars, despite being space fantasy, isn't completely divorced from reality. Smashing a planet to pieces without just throwing another planet at it is probably impossible. But a Death Star-like laser could probably hit the crust with so much energy to smash it up, which is as good as destroying the planet for a civilisation. 

     

     

    They just aren't in the game. Weapons that are completely superior to others aren't fun in games. In real life, nuclear weapons don't get used because we know how devastating they are. In a game, where no one's actually dying, players will drop them like candy even if they're difficult to make.

     

    We know that in the final release planets won't have orbits (only rotational periods). They'll probably do the same for asteroids, especially as they're smaller. So even if you attach an engine to one, you probably can't move it. This isn't Planetary Annihilation.

    which is a little sad (but understandable xD)

  15. Some variable-fire-rate weapon systems would be cool.

    For certain weapons, you could choose between Full Auto, Normal Fire, or Marksman mode.

    Obviously, any wepon built specifically for one of these roles would perform much better at any one of the roles than these "flexible" systems, but it would be cool to have them.

     

    Energy Weapons:

    -Full Auto: faster fire rate, retains accuracy, reduced damage. (Less charge time between shots = less energy = less damage.)

    -Normal: well...normal fire rate, normal accuracy...etc. :-)

    -Marksman: slow fire rate, higher accuracy, higher damage(?).

     

    Projectile Weapons:

    -Full Auto: faster fire rate, reduced accuracy, normal damage. ( a bullet is a bullet, so no "charge time = damage" variable.)

    -Normal: umm..normal everything...I guess. :-P

    -Marksman: slow fire rate, higher accuracy (more accurate than energy marksman?),normal damage. (Again, a bullet is a bullet.)

     

    This could be a way for people and/or small ships to be versatile in their weapons even if they can't afford/don't have room for each of the weapon types.

    Ehm, that is not how "bullets" work :P

     

    Normal would do normal damage, full auto does "less" damage as each bullet have slightly less force behind it... and a marksman should do really high damage as "marksman" bullets can punch trough armor in a single shot.

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