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Lulichika

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Posts posted by Lulichika

  1. I'm interested in the properties of not only the sun but also black holes. 

    Offering up the opportunity for any player to 

    - Make Black Holes via stars or compressing mass inward

    - Hawking Radiation which can be used as energy for larger, stellar body static constructs

    - A weapon by having mass put inside the blackhole, withheld as if you were "charging" a rail gun. Only to then let it out in the the desired direction. The end result a smoldering crater which was a bustling city.

    - Perhaps leave it to the developers as a server wide event, introducing major updates or whatever purpose Novaquark denotes this event.

    Something like this

     

  2. Perhaps, if Novaquark can add some kind of modeler to be used. A military template could have a list of items or limitations to what the designer can make to ensure that other players can recognize that as military personnel. Same thing could be applied to merchants or scientist.

  3. On 11/5/2018 at 9:30 AM, Jayplaygame said:

    Bounty "hunters". They're called hunters for a reason. They hunt, whats the fun in hunting if you see all your targets? There's absolutely no point or any fun involved if you're just going to tell everyone where everything is, it practically ruins the PVP part of the game.

    I agree that having your nameplate displayed indefinitely would make the act of bounty hunting meaningless. If your gonna hire someone to take them out for you, then why not take them out yourself or call a hitman instead. My problem though comes when people are unable to discern players from one another. If you have someone wearing the same suit that most of the player base is wearing, than how could you ever bring that person to justice. How could militant forces do their jobs if the criminal had no discernible traits.

         

         Let say Player A and his buddies gank Player B when he's transporting minerals in deep space. They run off with the goods, sell them on the market, and go about their business. Player B has no way of discerning the pirates identity. He also has no way of detecting their location, so they could be long gone by then. The only thing really that could stand out is the ship used in the sacking, but even that knowledge could be unknown to the player if its hidden somewhere. So we have a victim that can't tell who attacked him, where the attacker could be, or even what their ship looks like. I believe some kind of cosmetics to the game to not only give the player more customization, but for identities to be instantly known when by just having someone see a player, and remember what they looked like.

     

  4. Just now, Oxyorum said:

     

    Nothing like palace intrigue to spice up the gameplay. B)

     

    Seriously though, I am not sure if this will happen. There is no indication that those people will actually want to move over (barring Frogswarm and probably a few others). We will cross that bridge when we get there I guess.

    So is there no way of doing anything about it until it's upon us

  5. Just now, yamamushi said:

    I don't think very many games are going to win over the die-hard Eve vets, even Dual Universe. 

    While they share similarities in design philosophy, the gameplay of both games is drastically different.

     

    There will be plenty of ex-Eve players coming into DU, but on the flipside, many of those vets will stay with Eve till the bitter end. 

     

     

    well now that you say "Ex-Eve" players, i'm thinking about all the players that were banned or kicked from the community looking to settle their roots in this game. Which may lead to a trend of Ex-eve players coming to DU as an alternative to Eve. And seeing how devoted most of the players in Eve are ,some even willing to fork over 1000s of dollars on titans, what horrible thing could they have done to be kicked from that community. Maybe steal from a major faction, initiate a war between two super powers for their own benefit, scamming new players into giving them all they have until they penniless, attacking players in real life for IN-GAME benefit. I'm just worried that this new space sim with the advance politics promised on launch will leave the community being a hub for Ex-Eve players, while pushing those that were here from the start out of the community due to toxicity.

  6. For a few moments, imagine the vine invasion on YouTube when vine was shutdown. Would the sameness thing happen in DU where it was over run with EVE vets, making the game harder for new players to enter the community both in game and on the forums?

  7. 4 hours ago, Anopheles said:

    That's right.  Play to your skills.   And know your weaknesses.   Mine is attention span (i have severe ADHD) and burnout, so I like to make sure there is a contingency for my wandering off and that my fast burning energy is transferred to someone who is a bit slower burning.

     

    4 hours ago, Anopheles said:

    That's right.  Play to your skills.   And know your weaknesses.   Mine is attention span (i have severe ADHD) and burnout, so I like to make sure there is a contingency for my wandering off and that my fast burning energy is transferred to someone who is a bit slower burning.

    I’m a bit nervous about this new org I’m in. I want to be in charge or at least have energy go power to run it. It’s so I can keep everyone in the loop; engaged in the Corp and the game itself. But I’m afraid that all I have are ideas. That I’m not capable or at least motivated enough to lead or manage. Any advice?

  8. 3 minutes ago, Anopheles said:

    Depends on how lucky you are with recruiting.  It also depends what kind of leader you are: Charisma Boy or Organization Boy.     The first type makes people want to help him, the second type impresses people.    Don't try to be a cold, calculating Charisma Boy and don't try to be a Make It Up As You Go Along Organization boy.   You'll be given mixed signals and putting people at unease.     I tend to the lucky with people type, this person is good at this and that, would you like to do that?   I try to make an organization that doesn't have any real secrets (or I make light and try to sell them to you myself) which discourages spiess and agents and try to be light on centralized goods, which puts off scammers (though most EVE 'master scammers' are people who betrayed trust and try to make it seem warm and fuzzy by claiming it was 'years in the planning'.)

     

    I do let people know that X Y and Z do the big decision making, just to save money on painkillers.

    So since i'm an Organization boy, that means that i have to make my Org efficient. Clear on what the Org will do and how to do it?

  9. 5 minutes ago, Anopheles said:

     

    Regardless of size, unless the game sets up a ersatz webbrowser in game, a webpage helps to focus players, gives a platform for stimulating the interest of friends who play other games and gives something important to important future and current recruits - a sign that you know what you are doing.   

     

    Leadership depends on the nature of the organization and the energy/commitment of the leadership.   It can range from very loose (a pirate band, with a leader who is just an idea man and someone who just owns the website) - basically just a band of mates who want to have fun - all the way up to a Japanese Corporation/Military Structure with everyone knowing their place and having a set role, even if it is 'meat shield'.     The problem is if you want the loose formation but with strict order or a Corporation where no one is in charge.   Lead, pally about or delegate, but do something that fits the theme of the org.

     

    Practical knowledge is things like (i'm not in Pre Alpha, but I can hypothesize), what landscape is best for defense, what minerals are most efficient to process, if the terrain gives clues to the minerals, that kind of thing as well as having an idea of the most efficient way to produce a blueprint).

    Great advice, but one thing that i'm not so sure about is practical knowledge. We have basic information from interviews, tutorials, and devblogs, but not of Alioth itself. What resources we'll be used to make ships, weapons, Res Nodes. Is scripting with Lua in DU different or is it the same. Just a few worries of mine

  10. 2 minutes ago, Lethys said:

    Leading an org in a game like Du is a 24/7 job. 365 days. You will get calls in the middle of the night because somerhing went downhill. You are stuck in ingame meetings and need to make deciscions 24/7. Letting other ppl help you, just makes the leadership more prone to spais, infiltrators and scammers. That's what leading means. 

    So a central Leader is still needed to handle every single decision even if each city has 500 or so citizens, each with their own systems that need to managed

     

    EG:  Nova Union has a city on Alioth, Thades, and Sicari with a 2 dozen outposts. Does every command go through him, or do 40% of the commands be made by local officials while 60 is made by the Leader? 

  11. 2 minutes ago, Anopheles said:

    There are problems with an organization at the beginning of a Game.   The Corp I set up in Elite Dangerous (The Code - nothing to do with Eve's C.O.D.E - that eventually partly splintered to form the SDC) had things in the charter that didn't happen in the game (splitting loot mainly and other things that seemed logical but didnt get put in) so, yeah, some organizations will fail because of that, or burn out or politics.

     

    Some won't.

     

    The ability to have an organization infrastructure (leadership, webpage, practical knowledge of game systems) is a secret bonus for those lucky enough to get into Pre-Alpha.

    If you don’t mind, could you elaborate on the three things you mentioned. It’s great advice for future Orgs and the ones we have right now

  12. 2 minutes ago, Lethys said:

    Funny, i think of that argument as easy.

     

    Weak leaders and ceos will always exist and will always emerge in such games. And even "successful" ones can be very bad for the game.....

     

    And some ppl who have no idea about the game will certainly fall for them. And may share their negative xp thus leaving Du in a bad light - as we've seen thousands of times in Eve. 

     

    GL controlling that metagame 

    So is it that the leader must operate the same way an empire would.

    Like fast communication to all cities within its borders

    Sending supplies, citizens and soldiers to wear they need to go quickly and efficiently

    An identity based on policies,"propaganda", and media like having community created content

    The empires strengths like military or transport

    The power structure being the best for the empire.

     

    I'm probably wrong or confusing in this but i what do you think

  13. 6 hours ago, Sofernius said:

    Ohhh that's a difficult question.

     

    Well generally the ingame economy will always be in flux.

    And if you had experiences with other games you can guess what to expect on inflation and deflation to an extend.

    - that at some point the devs wont churn in new fresh ingame coin like an EU/ USA money press

     

     

    So you can expect the ingame coin to become more worth, the longer the game goes on. As the total amount of circulated coin deacreases~

    I can't say more without going into NDA covered aspects ;3.

    Most people on the forums are mighty eloquent with their writing, and offer up helpful or intriguing information. So thank you for being most people :);):).

  14. 6 minutes ago, CoreVamore said:

    No need to move the discussion as its not NDA, most is just conjecture, or what has already been said in NQ's releases.

     

    I am certain new elements will be introduced and/or modified over time. The characters skill set also ensures that this will happen as only skills will determine when certain techs will be able to be firstly made, then secondly used. NQ has said the characters skill sets will develop similar to Eve Online - and to become fully skilled in Eve takes something like 20 real life years, so expect new techs to arrive over time.

     

    Secondly, JC has said that there will be some form of story arc to progress through. I dont know how long that will take, but it also allows for another mechanism to introduce new techs/elements etc.

     

    I am also sure that they will provide full transparency as to what elements are achievable in game, and what it takes to both build them and use them. Gives everyone something to both aim for, and in some cases, search for.  ;)

     

    I quite enjoy questioning people. I learn something new and it's easy for me since i just ask questions and you respond. :) Thanks

  15. Just now, CoreVamore said:

    It would only be blueprints, as the entire game world will be reset on games release so that everyone starts of on an equal footing.

     

    As for rarity? Nopes, not then anyway, maybe 10 years after release - though by then those early blueprints will just seem quaint reminders of days of old.

     

    I cant wait to see how designs change over the life of the game as new elements, techs, and player skills are introduced.

    Ever the devs adding in new elements to the game to make it appear new tech is being discovered would happend, or do you think they would stick to their in a way complete transparency(also if you could, maybe we should move this to the messenger or discord.)

  16. 1 minute ago, CoreVamore said:

    Around markets, both white and black.

     

    Those markets will be formed before official release, and then very quickly restock after the official release, as designs/blueprints will carry over from the alpha's/betas.

    More complex items will hit the market quickly over the first few weeks, then slower as skill sets slowly improve, allowing for higher level products etc.

    Do you think that constructs/blueprints from the three Alpha's and Beta will cost more due to rarity and vintage status on and after release?

  17. 1 hour ago, MaltoSigma said:

    I heard, that NQ is actually thinking about implementing such survival mechanics in a future expansion after release, but they've set their focus on different things atm.

    Where did you hear that?

  18. On 10/3/2018 at 4:34 AM, ShioriStein said:

    How about a layer outside of that act as armor plate ( of course all is voxel ). And in here we isnt using block, it is voxel building (recommend watch video on youtube to know how thing build in DU ) so it isnt help much.

     

    The damage deal to the ship hull via weapon is that , it will left "a hole" there. It calculate something like status base of weapon , skill and then the material make the ship hull.

     

    On 10/3/2018 at 4:34 AM, ShioriStein said:

    How about a layer outside of that act as armor plate ( of course all is voxel ). And in here we isnt using block, it is voxel building (recommend watch video on youtube to know how thing build in DU ) so it isnt help much.

     

    The damage deal to the ship hull via weapon is that , it will left "a hole" there. It calculate something like status base of weapon , skill and then the material make the ship hull.

    Thanks for the info, I’m a bit slow on the DU tutorials

  19. On 9/30/2018 at 1:55 PM, Lulichika said:

    What if we added mechanics like 

    • Hunger
    • Thirst
    • Disease
    • Oxygen
    • Radiation
    • Bleeding

    I assume this would make exploring much more perilous but also make already established cities viable options what with the immediate access to food, water, shelter and protection.

    Medicines could be developed by Scientific Organizations, meanwhile players couldn't simply make a ship and fly off world.  They'd need to make sure that supplies to keep them alive were present, and initiating attacks on other players much more risk reward. Trade Routes would be of more importance, food industries could be created as a serious industry what with and advance cooking system. Drugs, Alcohol and other substances would give players an opportunity to get into crime and one day becoming a pirate themselves. 

     

    So i just wanted to get my ideas out there. 

    I’m sorry that I misunderstood what this game was about.

  20. 6 hours ago, Lethys said:

    that's the same as before really. With that you force everyone to do that stuff (because noone wants to run around with 75% health) instead of rewarding ppl who do it.

     

    A better way to do it would be to reward players if they put time into that kind of stuff. That planet might have some bacteria - invent/research/craft some kind of drug out of them to get stronger/faster/more agile/more accurate/gain a bonus on some stat.

    Radiation might be there - invent/research/craft some kind of shield/module which uses that radiation to get stronger/faster/more agile/more accurate/gain a bonus on some stat.

    You get the idea

     

    With such a system ppl will ofc use as many of "upgrades" those as possible to get an edge over others (thus you could argue it's still "forced" upon them) - but the difference is Jimmy McCasual will not feel overwhelmed and slammed by the grind and vast possibilities of DU

    Then that should be the system used. It rewards players for sorry club natural disasters and creates new tech that people in the market can purchase

  21. What if players could place elements in-between walls to increase the likelihood they’ll stay in place when hit by artillerly. The blocks that are near the element increase their likelihood by 25%. The blocks attached to the element increase their chances by 50%. 

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