Jump to content

Wardion2000

Alpha Team Vanguard
  • Posts

    183
  • Joined

  • Last visited

Posts posted by Wardion2000

  1. This may come off as a strange idea but did anyone ever play Tabula Rasa?  It had a crosshair mechanic in the respect that whatever was in your crosshairs was what was SELECTED as the target.  A skill check is still being made every time you fire your guns checking if you hit or miss.  It keeps an action element in the game which is would be lacking otherwise.  This mechanic has been used in other games as well.  Neverwinter comes to mind immediately.  And if anyone is wondering whether or not you can have both.  The Secret World MMO has this as an option as well as a tab targeting system.  Ah, Tabula Rasa.....  How I miss thee.

     

     

    (Just noticed Rippers other post on RITL)

  2. You're correct in every point your made. Which is pretty much what I was saying. WoW is a very successful game that charges $15 a month. Dual Universe has the potential to be the next best thing. In my opinion, the game's monthly fee shouldn't exceed $10. At least for now.

    If they do exceed $10 a month I think you should sic dingos on them.  Either that or wallabies, I hear the wallabies are both vicious AND cute. :P

  3. How about this. Instead of logging out in cryotubes/beds, you set them as your log in point. You may not log into the game inside them, but next to them. That way you can log out where ever. On a ship or planet. You would only need one per ship/base or what have you. I think this would have the most benefit for most situations. You wouldn't have to worry about your ragdoll falling through structures, or have to worry about building around you or digging a hole under you. As well as not allowing travel between them, as you would need for it to scan your "DNA" so to speak, so you can spawn there on log in.

     

    BUT, there needs to be things to prevent abuse, like you would need to be logged out for a certain amount of time before it took effect. Also, maybe you can only have a limited number of inventory items on you. Unless its a lost connection type of thing maybe? Also, if you are tagged for combat, maybe you drop most of your inventory if you combat log, or you log into a different, maybe random location. Maybe combat logging is ragdoll?

     

    As soon as I got the idea, the ways to abuse immediately came to mind, lol. So, my idea would HAVE to have ways to prevent abuse. 

    YEAH.  This could be a real problem!

  4. Wanted to put this out there.  How much of a stickler will NQ be about exploits and changes?  For a sandbox voxel type building game, I can already foresee players building ships and other structures that will do things the devs never imagined for them to be able to do.  It will be inevitable.  Not only that it will be mostly unintentional.  How will the devs handle this as it props up?  Will it be a smack on the wrist with a stern "No, don't do that again or be banned?"  Or will they let it go and simply rebalance or rework it?  And I'm not referring to something like covering your ship in a particular element because they forgot to make it destructible.  I mean like, I combined two different voxel types and for some reason, enemy ships can no longer target me and I DON"T KNOW WHY.

  5. @Wardion2000

     

     

    Unless it's a discussion on the merit of PK, I never troll.

     

     

    And the devil in our case, is not the P2P model, but F2P. 

    ............. :unsure:  First, If you include an "Unless" how is that never?   And second I'm not sure you're getting the "Devil's Advocate" term.  Unless you were being facetious in both statements.  Hard to tell, I don't really know you. :unsure:

  6. Sooo... Where to begin...?

     

    I guess I'll start with the fact that in many voxel building games its possible to remove bits of your ship so that parts of it will float in the air and still continue to be part of the same structure, and in some game pieces that are cut off get detached and become their own entities. how does Dual Universe plan to handle this mechanic? do they want to allow reality bending creations that simply can float in the air and defy logic? or do they want things to behave more realistic like they do in Space Engineers for example?

     

    what i would like to see is a blend of sorts so that building super sci-fi things like floaty bits on forerunner structures from Halo possible, but explainable with unlockable technology for ships and buildings. so by default creations would be realistic and blocks that are not directly attached fall off and become seperate, BUT if you have a block type that can be placed on both parts forming an invisible link you could allow for such advanced creations.

     

    i would call these new block types that link floating parts to their base "Anti-Grav Tethers" or "Anti-Grav Anchors" and they could be pretty high on the tech tree. theoretically they could be used to re-enforce ships that don't have floating parts as well by making them more difficult to cut in half for example. that also means you could also replace the middle floor on a building without needing to remove the entire top half if you put an tether/anchor at the top and bottom, making it a useful construction mechanic. This technology could also be used for moving parts like rails etc if the devs want to go that route, but that will make things a bit more complicated.

     

    Thoughts, opinions? Answers to questions?

    Correct me if I'm wrong but do you mean you'd like blocks so you could build things like in my Profile portrait?  If you do then I agree.  Yes,  NQ please implement.

  7. In the back of my head I have bits of memory floating around of the old community manager Juno (that was kinda kicked out after taking a pro-community stance) saying that financial aspects also had to do with it somehow. Of course there was general mismanagement and perhaps lack of interest. But these guys got offices or one anyway (remember the first pics that were almost like "straight out of mom's basement" where the two were sitting in front of PCs with socks?) and hired more people. Even some ex-bioware guy. Then they cut down eventually again.

     

    I can't imagine money wasn't a topic at one point I suppose, but it may as well been a sacrifice for RoK.

    I think I recall someone named Juno.  I also recall what you're talking about.  To fix the major issues (like your blocks disappearing when you logged off :wacko: ) would require a massive rewrite of the game code.  So massive they might as well start making a new game.  Which they did. (Ergh)  I attribute Starforge as a huge learning experience for the developers.  An experience that cost them the goodwill and loyalty of the initial player base.  Lessons learned I guess for both the players and developers.

  8. Ergh.  Real science combined with technobabble combined with in-game voxel stars?  My head is swimming already.  Keep in mind a voxel shape and size could be a large as an in-game sun without it being more than 1 voxel space.  How the Unity 2 engine handles the display of that is unknown to me.  But even if it were just 1 voxel space it could allow for interaction with other voxel shapes or elements that simulate "mining" or harvesting the star in some way without taking away from it in any real sense.  Just the way a planet made with voxels can have the property of gravity.  A voxel star could have properties like energy and materials.  You could then build a ship with a ram scoop element for instance and collect energy or other resources (Hydrogen, lots, and lots of hydrogen) once you came within a certain distance of the star.  With this method, you can even give it other interesting effects like solar and magnetic winds.  Forces that will only move a solar or mag sail element attached to a ship and has diminishing returns the further away you go (solar sails) or works at full efficiency but has an absolute limit before it ceases to work (mag sails).  I have no opinion on how exotic particles we know about only in theory and conjecture should work.

  9. Hmmm. It is ambitious goal indeed to pull enough people together for this project.  Sadly I will be creating my own station in contention of yours by the sheer power of my Voxelmancy will.  :angry:

     

    Seriously though put me on the list.  It's an interesting idea and there is no harm in trying.  Organization may be key just to make sure you cover all the in-game skills needed to build it.  That in itself might drive some people away. The thought of filling a role you might not like has always been a point of dissatisfaction?  Contention?  (Can't seem to think of the right word.) for role playing gamers.  So I suppose much of it will depend on how NQ implements the skill system.

  10. Has anyone ever heard of DragonRealms?

     

    It's a MUD (a text based multiplayer game) and they charge between 15 to 50 dollars a month to play, depending on the perks you want. The 50 dollar level gets you access to a private server composed of nothing but other people paying 50 dollars to play.

     

    I have no idea how, but somehow they're still making enough money to have conventions every year (or every other year), and employ a full time staff.

     

    For a MUD....

     

     

    I think people generally be okay with paying 8-15 dollars a month for Dual Universe, regardless of how niche it becomes. 

    I have never heard of DragonRealms though I shied away from MUDs that charged money when I did play them.  

    Many years ago I used to run one for my friends and I.  It was based on the old Temple of Apshai game I had for AppleII.  Even back then I had more server space and bandwidth than I knew what to do with.  Nowadays you could run a 1000+ players with virtually no overhead.  So yeah, I could see how they make enough money to do that.  Wish I had thought to pull that off.  

     

    Hmmm.  I'm going to pull that out of storage now.  The algorithm I used procedurally created the rooms.  Maybe I still CAN pull that off! :D

  11. I agree. The money has to come from somewhere, the bills must be paid. That takes priority, otherwise, game success (long-term) could be threatened.

     

    Does anyone remember StarForge? Similar idea to a modern sci-fi sandbox game. They failed because they ran out of money. So much motivation and ideas (including fanbase): gone.

     

    I don't want the same to happen here because they run out of money. Meanwhile in another specific game, people throw millions at them - because they deem it worth it to them. So I think if this game here can deliver, we should also consider a reasonable monthly fee "worth it" - if no other model can guarantee prolonged stability and success.

     

    Besides I'd blatantly argue that most who can spend their free time in front of a computer or similar and in the internet while being able to buy relatively new games on occasion can also somehow afford a reasonable monthly fee for an MMO they consider good enough. I sure as hell could afford an MMO it when I was unemployed for a time and on welfare. In some sense I could even afford one when I was still going to school, basically paid with pocket money.

    The cause of Starforge's failure was never "lack" of money.  They abandoned it for another project (Reign of Kings) and they just didn't care about it.  Bad programming decisions like voxel placement being entirely client side  (Log off and all blocks you built would disappear.  Comical for sure if building in Co-op but an EPIC fail in a construction game.) To game breaking bugs they never bothered fixing.  Lack of customer support, lack of feedback from Devs.  Starforge is a classic example of Abandonware and should be excommunicated from Steam and everyone's thoughts.  Lack of money was never the cause of its problems....  It was the EFFECT.

  12. I prefer an immersive idea like the cryo unit or bed......   I don't think that would WORK but I would prefer it.  How about a mix?  If you log off in a cryo unit or bed you continue learning whatever skill you have selected.  If you log off onto a console whatever it controls still operates but under an in-game AI.  That would certainly help out on ships that need larger crews.  If you log off in the middle of nowhere....  Actually, how would they handle you logging off in the middle of nowhere?  For instance, I log off on the surface of a planet.  Another player comes by and builds a structure or digs a great big hole where I was previously standing.  Where would I go?  That might be a limiting factor on log off options itself.

  13. you can go from initial purchase with a monthly sub p2p model to a b2p with a cash shop or a p2p to a f2p but you can never go from f2p or b2p to p2p unless you just like not having a game anymore. people who don't mind paying a sub or who are like me and actually prefer it as it shows that the game is actually cared for by the dev team wont bitch to much if it goes f2p. but no one who is playing a f2p game and the game switches to p2p is going to pay to keep playing.

    Now I'm genuinely curious (No sarcasm here).  I need to check out the game the started F2P and went P2P. 

  14. Bruh, you know that Lineage 2 has a bajillion private servers that are Pay-2-Win right? I know so, I ran a server in europe and guys donated money to get free gear.

     

    Guild Wars 2 ? Yeah, it's Buy2Play bruh. Guild Wars 2 is NOT free. Aion is shit. Tera is a joke nowadays.

    Lineage 2 still has a large loyal following on the public realms and makes money.  Aion is unpopular in Europe and America for its grind but liked and has a large player base in Asia for the exact same reason and makes money.  Guild Wars 2 DOES require account purchase, but is buy once play forever and therefore fits OnePercent's criteria.  It has a large player base and makes money.

    Tera has always been a joke in some way.  It still has a large player base and makes money.  Stating that people make Lineage 2 P2W on their own private server.  How is that relevant?  It's a PRIVATE server.  

  15. Games that are all 2D maps about fantasy and RPG, Perhaps a niche such as a FPSRPG4X Empire builder as DU would not benefit from the payment models of those fantasy games where you can buy cloths from cash shops. DU in my opinion is trying to be above this entire concept. 

     

    Players make all the content in an emergent way, All that the NovaQuark team does is provide the back drop (a Seamless Procedural Science fiction galaxy) and the tools (crafting, Loot, Constructions, AI, Resources etc) But all the creative work is done by the players and the backdrop depends on the empires or groups that play in the game. 

    How is this?   Relevant to my response to this? 

     

    Please list us some "Good MMO"s" that are either free to play or buy once play forever... Enlighten us.

     

    "Enlighten us" indeed.  If what you really want is a debate or to state an opinion.  Alright, I'll bite.

     

    If the debate is whether or not F2P can apply then yes, "Perhaps" such a niche would not benefit from said payment model.  All that matters are the numbers, and the numbers are saying they need monthly payments or an equivalent system like PLEX.  But because they are "Games that are all 2D maps about fantasy and RPG." isn't an actual reason why it wouldn't. No other MMO covers DU's scope so no fair comparisons can really be made in that respect.

  16. Please list us some "Good MMO"s" that are either free to play or buy once play forever... Enlighten us.

    Lineage 2, Guild Wars, Guild Wars 2, Aion, Tera.  Though the player base for Lineage 2 and Aion are almost entirely in Asia now.

     

    Forgot ESO.

  17. Ok so in hunt for more information i have come across a lot of people doubting this game and the developers already which i was quite surprised to be honest, so I had an idea;

     

    I know this game is still really early in development but thought id start a thread just supporting the actual dev team and what they are doing, theres so many different types of games to suit so many different playstyles and because a game is not your playstyle doesnt make it a bad game just a different one. an example: No Mans Sky looks great and the whole exploration and depth looks impressive however its not my kind of game compared to say Dual Universe which is going to be a kind of player driven building game (very vague terms here) this game is so far my most favourite game that I am waiting for very eagerly as well haha yet it already has come under fire from others who are slating the game off and pulling it down which makes me sad really because this in my opinion will turn out to be a great game if all the core concepts are delivered I have no doubt whatsoever personally, agreed it is by no means easy and there is a lot to be done but wish people would back off and give the game a chance to shine and then let it show off down the line when its more complete I mean, you dont look at a baby and say 'they will grow up to be rubbish and bad' for no reason whatsover so just thought id start a thread where people could unite behind the devs and show them we do support them and will continue to do so and fend off the attacks from the pirates haha.

     

    sorry for long post and not sure I could put this here but really wanted to, hate narrowminded people who cant and/or wont keep an open mind about things.

     

    So NovaQuark go out there and show them all there wrong Im gonna be right behind you supporting you and this game

     

    Thanks everyone anyways :)

    Give me the names of these doubters.  I will create voxel effigies of them and destroy them in a thousand and one myriad ways like electronic voodoo dolls.   :angry:

  18. Wow,  I have been skimming this particular line of posts for a couple of days now and it's started to turn slightly "rough".  Even with what the Devs have told us so far It leaves a lot of ways how they might actually work without adding to it. 

     

    FTL travel.  We know it's going to be in the game in the form of some kind of gate.  We also know that the idea is some sort of probe that will take a period of time to reach the end location we want to travel to.  For the people that are suggesting possible workarounds already keep in mind, we have no idea how long or how resource intensive building such a probe and gate will be.  If I can make ten probes rather easily and send them on their way while I am currently exploring, gathering, or building, the time it takes for the probe to travel there may be a negligible inconvenience.

     

    Since I don't need a gate at the other side just the probe coordinates, this could give TWO options to jump in if I build another gate there (maybe? Devs chime in please?).  These themselves could be desirable mechanics.  Planning would need to take place for the expedition to make sure you bring everything you need resource wise (Perhaps not all planetary system have the resources you would need?) to build a gate at your final destination.  This could make initial gate travel by smaller ships undesirable in the beginning and make larger ships the norm for interplanetary exploration.  Remember as it stands right now gate travel would be one way in all initial forays into other systems.

     

    The initial coordinates you get from a probe might be nowhere near a planet, or perhaps are even inaccurate to a degree, depositing ships randomly throughout the system.  This would allow PVP scenarios other than "have enough ships and build them tough/fast enough to get past the blockade."  Nothing against that particular scenario I just don't think we should be limited to it.  Probe coordinates could be limited to the person or persons that built the probe making them sellable and creating another type of market. This could also force PVP interaction in other ways.  Finding out a group is buying up coordinates and attacking their gate to prevent them from expanding their territory.  I think we are a far cry from needing or even DESIRING more FTL mechanics yet to fit the specific scenarios we have in mind.

  19. If it eventually supports VR I'll probably get the Vive just for this game.  I own an Oculus Rift and they lost alot goodwill with me with their exclusive titles nonsense along with the DRM they tried and then later removed.  It may not have affected me but it's a bad business practice.

×
×
  • Create New...