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Wardion2000

Alpha Team Vanguard
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Posts posted by Wardion2000

  1. Look, I'm just wondering what people like doing in their RP. REGARDLESS of what I plan on doing, I just want to know about what people like about RP they are currently doing or have done. I'm not looking for feedback on my ideas(right now). I just want people to answer my questions so I can get a feel for the community. This isn't a time for "constructive criticism" since I haven't presented you with any content or ideas. 

    Fair enough.  Please understand I meant no disrespect but I think I am missing something here.  I can understand your wants from this post ↑ easily.  However please understand how I could misconstrue your original post as you putting forth ideas instead of getting a feel for the community.  And you did invite feedback.

     

     

    I had a post in General, and I was told about The Library being the place for RP talk. I haven't done a lot of RP myself, so I'm not quiet sure how things have worked in different games/situations.

     

    So, here we go:

     

    1.) What kind of RP are you into?(PVE, PVP elements and what not)

     

    2.) Do you prefer RP in a larger scale, or a smaller one?

     

    3.) Would you be interested in a general backstory, and insert your character into that story?

     

    Anything else that you would want to see in RP feel free to write it down below!

     

    Thanks for taking the time to read, as well as give feedback!

     

    -TrihXeen

    Once again I meant no offense and just want to point out why I misunderstood you. :(

  2. Ah TrihXeen,  you give me faith in humanities survival in these brave new worlds.  I actually wondered a little after my last post here if something could be simulated with thrusters and scripting, something to keep the mech floating at a certain height from the ground, with legs only functioning as shock absorbers as they step forward. IF the scripting and AI is robust enough to allow that we could pull of a reasonable facsimile I think.

  3. Voxelmancy was the term used inside another game. Here in Dual we call it "voxelmorph". :P

     

    Seriously though, I would like to lose the term voxelmancy and not carry it over to this game. 

     

    Voxelmorph sounds more sc fi....voxelmorpher, voxelmorphing  :D

    Negative Ghostrider.  I shall now be known as (drumroll) The Voxelmancer!  :angry: 

  4. Thanks for the welcome! I just found DU on MMO.com's facebook postings, seems fun.

     

    Self-replicating AI you say? Hmmm, could you then in theory create a virus that you could then upload to an enemy system and have it replicate across the devices in it....oh man the ideas.

    Umm.  If such a functionality were to exist I believe it would use a specifically designed skill and equipment like ECM in E.V.E.  As cool as it seems to create a LUA program to infect your enemies systems, keep in mind that would be an ACTUAL computer virus and bring with it all the troubles that plague computer systems in the REAL world. :mellow:

  5. lol you should read the laser designator post... I agree that mechs would be cool, and if things like rotors and pistons are introduced they in theory would be absolutely possible. I can imagine that the controll script that youd have to write to controll it might be a bit complicated. But the des also said that AI would at least at some level be in the game as well... maybe it could be scripted to help.

     

    Titanfall incoming :)

    If you could actually write a script to do this for the in game AI, realistically, said person would actually be worth millions in their knowledge.  Keep in mind any mech game you see is not actually doing any real calculations for movement or balance.  It's all a facsimile.  If you actually manage it.  Post me.  I have some people in exo-skeleton engineering and robotics who will want to talk with you.

  6. I had a post in General, and I was told about The Library being the place for RP talk. I haven't done a lot of RP myself, so I'm not quiet sure how things have worked in different games/situations.

     

    So, here we go:

     

    1.) What kind of RP are you into?(PVE, PVP elements and what not)

     

    2.) Do you prefer RP in a larger scale, or a smaller one?

     

    3.) Would you be interested in a general backstory, and insert your character into that story?

     

    Anything else that you would want to see in RP feel free to write it down below!

     

    Thanks for taking the time to read, as well as give feedback!

     

    -TrihXeen

    I think your questions are limiting your ideas about Role Playing.   If your intent is "Give a scenario and and have players interact with each other in said scenario."  This is Role Playing.  If your intent is "Have someone tell the story of a character in the Dual Universe setting."  This is also Role Playing though in a different respect.  In either case they both could encompass all the questions you put forth and more.  Role Play tends not to limit itself that way.  I think a better question is "What would you want to Role Play?  Ser_Aison_Ironfist_Bold previous post is a good example.  Though I must say from his other posts I've read.....  I think he was Blackbeard in a previous life.  This has me worried. :mellow:

  7. Actually I wonder more about the programming for terrain voxels themselves.  Are they effectively an empty space until you start digging into it like Space Engineers?  If they are this will affect how the in game physics and rendering work.  Just wondering.  Will there be temperature?  I haven't gotten through all the devlogs yet so this may already be answered.

  8. DayZ got away with this kind of mechanic because death came easy and was cheap.  However the supplies you find on another player can be the difference in what keeps you alive in DayZ so it could be worth it.  But that was the "game" that was what DayZ was about.  Fighting for basic survival.  Is there anyone posting on these forums that think that's the way this game is heading?  If you think the idea of capturing and imprisoning others could be fun.  Try playing ARK on a public server.  After the third day (real time) of being stuck in a prison cage by another player try and imagine how many people would put themselves through such an experience and then think they are having "fun".  Now imagine the devs watching their subscriptions go down the toilet.  I'm sorry and no offense but I really hope the the devs DO NOT try the OP ideas..... Or yamamushi's

  9. im new to the youtube thing mine will probably be more videos if i can find a group.....sadly im the only PC gamer i know :(

    Plan on doing a stream more in the vein of Space Engineers builds.  You know getting creative minds together, having build challenges for ships, and then having them nuke each other to dust.  Then prizes.  That kind of thing.  And Autojoe234?  I'm also a PC gamer we should keep in touch. :D

     

    P.S.  Mouse is stupid because it has enter key bound to it.  I posted too early before and re-edited. :wacko:

  10. I've been reading a lot of the information on this game and everything seems fine but I would like to suggest finding a better weapons mechanics  than EVE online.  Although EVE has it's fans, the whole lock on weapons takes away from the battle in my opinion.  I guess it's fun for some but for a game like DUAL Universe it takes away from the freedom idea.   So many other  Sci FI voxel base games allow you to manually fire your own weapons and even games like Emyprion allows you to take control of your turret and manually fire your turret if you choose to. One of the most entertaining parts of building a ship is having full control over your ship and its weapons.  I think using a EVE online  weapons lock on system will be a step back for such forward thinking game such as Dual Universe ..   Smaller ships dog fights will not be as entertaining and since you're planning on doing multi crew capital ships.  If I'm a gunner in a turret then me just locking on and letting my weapons auto aim and shoot will be kind of boring for me. 

     

     Again I'm not saying that there aren't tons of players that love to point at something and let the game aim and shoot for them  but a weapons system like that doesn't bring  the Star Citizen or Elite Dangerous fans.  They need full control over their weapons. 

     

    I don't know if this suggestion will be taking seriously because EVE is a popular game but I think for this style of game a EVE combat style of game play will take a lot away from a game like this. 

     

    I have played many hours on Elite Dangerous and you just could not do that with hundreds or even thousands of players effectively.  Star Citizen is pushing the envelope but so far that is all they are doing. Even with myself and 4 other friends we push the engine past what it is easily capable of and its not even voxel based. Star Citizen is a poor example in and case when it comes to these games as so little actual stress testing has been done (What they want and what they can do are two sides that have yet to clash).  When handling that many players you can't have it both ways with current technology.  Now during the interview with XPGamers the developer stated that less would be rendered and updated depending on distance and how crowded the space becomes at any one moment. Also more information would be split to different servers when it reaches a certain bandwidth "cap" (all explained at about minute 4:40 in the video).  So far this seems a fair balance but I wonder how that will work out for player made weapons (Think player made Kinetic Kill missiles in Space Engineers, cause you know someone will do it!)  How will it handle updates between two players at far distances trying to get a hit in.  Food for thought.

     

     

    After further reading on the devblog Kinetic Kill Missiles are out.....  What about drones then?

  11. "It's just not big enough." exactly my problem with most MMORPGs in the last 12 years. No crafted economy. Tacked on PVP. Instances everywhere.

           Well to be fair with the first and third point they have their own pitfalls.  And PVP is rarely tacked on.  In early MMORPGs (Asheron's Call for example) Instancing didn't exist and everyone was flooding areas and waiting for respawns.  It had nothing to do with the size of the game or lack of server shards.  You simply couldn't underestimate a players desire for that one item that could be dropped by that one mob.  You literally waited in line for a critter to reappear.  Crafted economies I believe deserve special notice here.  In games where the economy is player driven you faced a limited scope or capability.  Take Star Wars Galaxies for example.  There was a random variance in the statistics of gear made.  This made the items you made unique to you.  People would come from all over to get the one item YOU made that fit their character concept better than anyone else making that item.  This however could often feel like a cop out.  If I made an armorer just as good as you why wouldn't I be able to make what you can?  Also RNG could limit you to making excellent quality items that no one wanted because the stats were wrong.  A hard pill to swallow if your character concept and skill selection was all crafting skills.  Also what about resources?  In Ultima online If I needed leather I either bought it from another player or I hunted for it.  What is a reasonable amount of time before respawning those critters?  How do you stop a jackass from killing every critter in sight and hording the skins in a cave somewhere just because he can?  For PVP we need to know more of how combat is involved.  If the game is like most space sims in this respect, then combat is decided by the better pilot, the better ship, or even ahem "ping".  If it's more like E.V.E. then it will be decided by the "character" with higher skills, the better current ship meta, or in game knowledge of tactical capabilities.  In this game the direction seems to be what I can create from scratch, a design can be solely my own and I can sell it.  I find this intriguing and will no doubt have a ton of fun with it  (Heaven help you if you see me play Space Engineers).  This can be frustrating as well though.  Especially with something stated as an RPG.  If I play a role I expect the game design to allow me to play that role.  They seem to be heading this route with how they stated the goals with piloting and gunnery skills, but I reserve judgement until I hear about what other skills will be included in game.  I guess i'm trying to say is If I want to play a navigation expert in game I don't want to have to learn actual astrodynamics to do it.  But I think it's perfectly reasonable to be a bad ship engineer just because you don't have a knack for it.

     

     

    WOW,  I just verbal vomited all over this page.

  12. What specifically about Ark are you concerned about it replicating?

     

    I haven't played Ark, but I've watched a couple of let's plays and have generally heard good things, I am just not really quite as interested in camp building and dino training as I am in designing ships and in social organizations.

          I have played ARK, and I think there is little to worry about.  The games are actually two different genres with "some" overlap when it comes to the term sandbox.  ARK is a game of surviving your environment.  You can build buildings, explore terrain, and tame dinos.  Gathering the resources and surviving long enough to do it is the "game".  The frustrations you run into for ARK depend on who you play with.  If you play on a public server for instance the game becomes very unfriendly to new players.  Almost everything is built upon already,  resources are monopolized by the largest clans, and in some cases you can be constantly griefed by established clans who will hunt you down from the outset.  They rule the server and you can't get away.  You can read all about new players who quit playing because they are being caged and used as food for tamed dinos EVERY SINGLE SPAWN.  If you play privately with some friends on your own server,  it's fun.  Till you explore everything which is very doable.  It's just not big enough.

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