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Julius_de_Carnutie

Alpha Tester
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Everything posted by Julius_de_Carnutie

  1. Mmm… I'm a bit "surprised" about the Eve story… what were your guys mining/hauling to be mindless and happy? Cause i played it too and i'm not so sure how you'd be able to do that with valuable ressources, unless you were in a specific portion of the universe where strangely no one seems to have interest in free loot? Like how many mindless players are going to get rekt simply because they'll be digging a damn tunnel alone feeling like carebears and get blocked down in it? I mean even there mining is too important to let casuals take care of it, too many holes, could possibly dig <<Somewhere that shouldn't be dugged out>>, and about the hauling… my god you have to script an autopilot to make sure it reaches destination if looking for big capacities! Ok, so basically the Casual Player Handling is just another Topic. Back to Persistence. OP should make a Poll, even if most of the replies here says "Persistence On" anyway, then maybe someone @ NQ would be able to answer it sometimes.
  2. You are totally free to believe so, I stand still. I have no idea how you are going to put casual people into mining/hauling/building. Good luck mate!
  3. It's been very clear, and i maintain my answer for toxic asshats can only grow in an environnement where players/devs can't/dont' want to do anything about it. Another condition is the amount of estimated gameplay time versus damage inflicted to anybody else, if the ratio of time they need to spend on to get good enough to abuse on anybody isn't matching their expected destruction rate, it won't fit griefers and guys alike. Especially if it means taking risks for them to lose their griefing tool. Helping the enemy team will get punished ingame for sure, and having a negative attitude is viable as you stated, on the other hand either this personnality finds mates like himself to defend either he becomes a prey for obvious reasons. Persistence...
  4. To my understanding right now , it's totally possible to live around the Arkship doing this and that and retrieve your dues intact next login, but considered how long crafting and traveling times seems to be, having no time for it means no higher tier stuff… at least not before a moment! Keeping toxic players away is going to be done via the time & skill necessary to get anywhere i Believe, but also by biggest factions or smaller mercenary orgs, because yeah, in a world where stuff doesn't Simply respawn everything valuable is valuable and shouldnt land in the hands of ill intended people…
  5. Why not, If the said construction is the platform for a group of building, do all subcores lose their build lock too? Also, according to what the "destroy element" does to a construct actually, should the destruction of the core of the construct also destroys all the buildings there, or do they just "unlink & float"? Somehow would made sense, as stated on the storepage "Freedom is not Free", so either you get used to paying for the sake of being protected, either you put your own in the nature, and bear with risks and all... How could it defeat the purpose of building cities? as long as each player there contributes to the places he lives in, it's not a problem to sustain, it's even easier considered the less placed required for shared facilities, i mean can you imagine how crazy it'd be if you could Simply place layers and layers of voxels just to make sure no one breaks in, and get away with it for free? Btw, as stated by MaltoSigma it somehow frees the space around the Arkship from oneshot useless things... Now regarding exploration / ships / lost places, we didn't even talked decay rate yet to begin with, plus we didn't even stated on how the salvaging of decaying buildings could work… Should we able do salvage a non decaying building? Should we be able to break and get ressources back from a decaying building voxels + elements? Should we be able to pick voxels + elements like they were free of building lock? @Moderator : Not sure about what's authorized to say or not regarding NDA as this is cross-topics, notice me or rectify if Something's not ok here plz thanks.
  6. Then we prolly misunderstood there, to me a safe room is a room that YOU build, securing your pod which atm happens to be your resurection node, Inside of your alliance base, maybe with harderhoneycombing as to ensure to have a bit of more time if the enemy breaks in, and so as to multiply the time for an offender to actually get rid of these spawn points, thus requiring a lot more firepower to actually raid, balancing the whole gathering:building/guncrafting:going@war time required, Nothing like getting your body out of game or untouchable… Totally agreeing to what's next. Pretty much this, unless said trolls get the means of their behavior. Personnally i'm unsure how will people behave when they'll discover the amount of gameplay just to build a single person proficient machine, then craft the weapons for it or themselves, then the time to code it's manoeuvering properly, and then lose it in a snap…. Eventually you can get all of this done a lot quicker with an org, not sure tho how many orgs will accept people that just come in to break stuff that other people took time to think, craft, Harvest the ressources for etc without getting the job done themselves. Crafting times also. Drives away casual players, and in DU it looks like casual = pretty much useless… well unless other players fill them up with ressources and they serve as factories… ?
  7. Aren't there armored windows already? Check that out on Thursday in your crafting tab ?
  8. Well, not sure how they'd be able to edit the building without having permissions on the core?
  9. Yep I'm totally aware of that, been there… yet their ambition wasn't to be a "civilization rebuilding game" instead of a space arena, mostly focused towards PvP, 4 main player oriented factions etc... That's why in this particular context of DU it would be retarded, i mean, i Don't need to quote what happens IRL to see that classic stuff isn't necessarily Driving the world towards peace and building whatever together, mostly the need to feed drives the work, mostly to private interest instead of global care. Now, i might be totally wrong, but i'm not sure that NQ wants to bring another sad depiction of humankind. And it would be if these kind of things were to become next DU's classics Imo.
  10. First two scenarios are products of retarded players over retarded programming. Definitely not going to happen. Then the "forced to login from a specific point: He has to log off. He now has to spend many hours traveling all the way back. " didn't made sense. Then again the last sentence didn't make sense, So you are not answering as to why safe rooms to log off would be useless, on the contrary, because if player stays in world, you'd better be safe to make sure to find your stuff back upon reconnecting. So in no way does it takes the immersion away… You are also not answering as to how could active players protect you while they are busy operating away for mining / production / exploration / war. So i guess you just didn't read and didn't understood that everyone here asks for persistence.
  11. I've been trying to answer this, and the further i replied the further it became obvious to me that it's a tricky part because you need to make sense out of every mechanic without them getting actually boring. Most holisitic solution i came upon was this: Maintenance variables on a core should be payed with minimalistic fraction of (elements (those of the core i.e.) + honeycomb material used), add to that a fraction of what's needed for the other elements one adds to it of course. Ownership variables should be payed with Quantas, same as the fee in the market. Amongst the variables that scales the cost, we should find at least: - Size of the Core - Fullfilling of the core (Nb of elements in it, Tier of elements, Nb of Voxels, Nature of Voxels) - Is the core sitting on a bigger core, if so who's core is it - Is the core sitting on a claimed tile, if so who's tile is it Calculations of the relations between the two previous situations and RDMS system brings the ownership fee. Unclaimed territory still requires maintenance items, no fees. Normally it should be at the discretion of the Tile Owner, which in turns with the income generated into either personnal/company profit (mining tiles i.e. ), or spend it to increase his tile infrastructures and networks, or buying guns or turrets whatever really… or just make a safe haven with about no "taxes" and just hopes everyone here is going to be ok with that. If one knows what he's doing regarding materials it's no problem to maintain a big core, if not one shouldn't be able to, (hereby probably pushing the market as people will want to buy stuff to store upkeep stack, hence the interest of grouping making it easier to maintain larger buildings/cities with more population) Then again if you want to leave somewhere that in itself brings more opportunities, the Quanta Fee should be a bit higher as to discourage wanderers from sticking by without helping improving the place (at least participating in it) Now these are just thoughts, it's not necessarily the best implementation ever, we just need Something that makes sense, if anybody can fulfill/shift that system so it fits better, go on bois, let's DU this!!! Edit: So when the upkeep with materials end, the elements should start to take damages , as should the voxels but this is another story for we can repair elements with scraps, but the voxels are not already implemented as to be destructible. When the Quanta upkeep ends, what's happening? That i Don't know yet, to be continued….
  12. Well, in terms of gameplay not knowing the size of the elements gives a Reason for galleries of manufacturers to pop, sayin "you want this or that? Here we can do this for a small fee" which in term favors the fullfilling of the market… not sure if intended or just lacking infos, but… who knows?
  13. … Is it possible to forget to bring cancer in this software? that would be awesome...
  14. How would locking yourself up before logging off would take immersion away? How could active players defend you if you are just sleeping in the hall and an enemy breaks in? Not sure what you meant here please explain.
  15. What we need to understand before processing the AI idea is : Havin an AI controlling your character means constantly heavier server load, They are not going to make mining automatable, Selling stuff offline means botting the market If they are not able to defend properly and the AI goes statistics for defense solving, it's going to put people in trouble, or force them to leave base to disconnect. Not saying these issues can't be limited/configured... Now to get specific on the issue of persistence, you could have like a "pod" to sleep in, where no one can loot or kill you unless they destroy said "pod", the character just sleeps on the ground otherwise, or any place (ships, roofs, whatever). Shouldn't be able to sleep underwater/floating in space tho... For now i'm about sure it's not priority, gameplay wise i think it's an interesting matter, why making rooms/safeplaces if you can just pop in and out? where the subject is the most sensitive is about higher tier stuff... should you be able to log off and disappear with these, and then having the issue of safe transportation in dangerous conditions unbalancing the game?? Can't see anything about this in the Trello. Ideas?
  16. Isn't the goal of the game to gather real people instead of displaying fake ones?
  17. discordauth:JQnVxXM3mOl1laf8gkbSKENJjBgv5VQ6gaptMmrx3F0=

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