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JackolusGamer

Alpha Tester
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  1. Like
    JackolusGamer got a reaction from Alsan Teamaro in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    @CoreVamore

    I think your statement just summarises the point of player driven games. 

    For me, even though I am sort of a pacifist, I still want to be in survival games because of the element of risk. I think it is human nature to compete, to become better than their former selves (which is what gave birth to survival games imo). And the beauty of Dual Universe is that the skills and abilities are not restricted by classes or skill caps, but by each player's own learning capacity, which can be limitless in theory. You might be a bad fighter, but you can become one, and there is a sense of satisfaction in knowing that . 
     
    Also, in games where players are restricted by classes or skill caps, they are forced to cooperate with others in order to survive, even though they may disagree or hate those people due to personalities, moralities, etc. Life is Feudal: MMO is an example that I can testify for. People have restricted skills and they are forced to join together for survival, and eventually the mechanics of the game brought out the worst of people. The toxicity made so many good people leave the game.
     
    DU, on the other hand, doesn't restrict you in that sense. People will find those who are on the same wavelength to cooperate naturally. Sure, toxic and domineering people would still be there. But in my opinion, they are of a minority, and the majority will naturally band together. 

    Where there's people, there's politics. And eventually, people will find a solution and a place where they belong. 

    I do believe we need a creative mode, which should be an eventual part of the game. 

    At least that's how I see it. Pitch in your opinion. God knows I can be so wrong sometimes. 
  2. Like
    JackolusGamer got a reaction from CoreVamore in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    @CoreVamore

    I think your statement just summarises the point of player driven games. 

    For me, even though I am sort of a pacifist, I still want to be in survival games because of the element of risk. I think it is human nature to compete, to become better than their former selves (which is what gave birth to survival games imo). And the beauty of Dual Universe is that the skills and abilities are not restricted by classes or skill caps, but by each player's own learning capacity, which can be limitless in theory. You might be a bad fighter, but you can become one, and there is a sense of satisfaction in knowing that . 
     
    Also, in games where players are restricted by classes or skill caps, they are forced to cooperate with others in order to survive, even though they may disagree or hate those people due to personalities, moralities, etc. Life is Feudal: MMO is an example that I can testify for. People have restricted skills and they are forced to join together for survival, and eventually the mechanics of the game brought out the worst of people. The toxicity made so many good people leave the game.
     
    DU, on the other hand, doesn't restrict you in that sense. People will find those who are on the same wavelength to cooperate naturally. Sure, toxic and domineering people would still be there. But in my opinion, they are of a minority, and the majority will naturally band together. 

    Where there's people, there's politics. And eventually, people will find a solution and a place where they belong. 

    I do believe we need a creative mode, which should be an eventual part of the game. 

    At least that's how I see it. Pitch in your opinion. God knows I can be so wrong sometimes. 
  3. Like
    JackolusGamer reacted to Warden in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    @CoreVamore
     
    Well said... or written, rather.
     

     
     
     
    In mobile right now where typing longer texts is a PITA, so I elaborate later, but by mindset I'd rather see myself on the risk taker crowd since that is largely my history.
     
    And to those who prefer it safer: the other side of the coin (risk, PvP, etc) isn't bad, it spices things up even if it may not be your preference. Even you might likely profit from it by picking a branch or business that focused on logistics or makes things that are blown up or used up in wars.
     
    I think DU will offer a fair compromise in that regard and in terms of bridging worlds and (sub-)communities.
  4. Like
    JackolusGamer reacted to CoreVamore in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Some people here assume I am a griefer when in fact I am a builder.
     
    Nanny systems can, and do, get worked around, and in the end can give a false sense of security. "The system said he was good then he killed me - or someone did...."
     
    I used to play Eve. I discovered that it's a tough game, not for the faint hearted. I wont get into super detail, but in it are three levels of space. High Security Space, Low Security Space, and Null Security Space. In High Security space there are space cops that come to help you out if you are attacked by any player. Players are marked by a system similar to what you are suggesting. So you would think that High Security space is the safest part of Eve. On the contrary its the most random and dangerous. I know this because I went to what some in Eve consider as the dangerous parts of Eve, Null Security Space. There I found organisations that protected and self policed their own patches of Null Sec. These orgs spread intel on who/what was in what systems - basically what was coming. Knowing this players could react in appropriate ways. Builders would get safe. Warriors would get into their attack ships to defend their turf etc.. In these situations corps marked other players/corps as either friend, neutrals, or enemies to be Killed On Sight (KOS). This way you knew who your friends were, for the most part anyway. (Always be a tad paranoid - it will help you survive)
     
    The bottom line is that even though having no cops, and where a nanny system became irrelevant, it was the safest part of Eve. I ended up viewing High Security space as the lawless one, the most random one, the one that could get you killed without provocation. In Null Security space you had a much better idea of friend, or foe.
     
    And....
     
    The upside was that all the big battles, all the major movement of players, resources, bases, etc happened in Null Sec space. Yes it was, in theory, the most dangerous space, it was also the most fun, the most engaging, the most challenging.
     
    Yes, battle fleets could show up, and due to their corps size, field ship after ship after ship to blow players and resources to the wind. And sometimes they did it for weeks and months. This type of thing could be done for by them for training, to lower your solar systems ability to fight back, sometimes for just shits n giggles. It wasnt really viewed as griefing (just annoying lol). You still learn how to live in such a situation. You adapt. You get better. And as a builder sometimes, just sometimes, you learn how to fight back.
     
    This can challenge you, Definitely! This can be a pain in the ass - most assuredly. This can bring you to tears (I never cried - honestly ).....
     
    But in the end its lots of fun, long time engagement, not just a game you play for a few weeks/months then drop. Thats one reason why Eve has survived as long as it has.
     
    So yea, I think the safe zones/sanctuary worlds that NQ is building into DU will be enough to keep people who want to be safe, safe. ('Criminals' have a right to be safe too. - keep in mind one persons terrorist is anothers freedom fighter.... ) Then there is excitement for those willing to take the risk, and get the rewards, by going outside of those zones. Knowing full well they may be attacked, but, with enough friends as backup, they will also know that if attacked they are perfectly free to fight back. Again, and again and again if need be. And yea, that can be scary. But there is nothing like charging into battle knowing you will likely die, lose your hard won ship that you probably built,
     
    but....
     
    your heart is racing, time slows, palms moisten, and at that point you realise "Shit - this is hell fun!" 
     
    Cheers
     
    CoreVamore
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