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Shynras

Alpha Team Vanguard
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Everything posted by Shynras

  1. I'd prefer actually to keep the same rewards with them spending their time actually creating the game, instead of adding more fluffy things.
  2. That's simply not gonna happen. You'll never be able to steal a construct without fighting or a similar social high risk activity. Hacking as intended by NQ, is probably the moment you steal a ship/territory AFTER breaching and fighting.
  3. The game will be released at the end of 2018
  4. First of all, large scale mining requires a way to consume all that material, and meaning that ships and stuff will be extremely expensive. This could lead to a situation were a guy with a large mining barge could dig so much that would break the experience for smaller miners and new players. Then you'd ruin planets with that. Since the exploration is going to be very slow, you could likely ruin the entire star system before we get to explore another one. Again, this is not a singleplayer, you can't destroy the universe, have infinite materials or some other insane stuff like minecraft/space engineers/.... that are singleplayer game or limited multiplayer.
  5. You'll be able to rent land as far as I know, why not ships? Should work the same way, since it's all part of the "duties and management system". Not sure though if the ability to ask for money will be in this module or in the "contracts and jobs" (and you'd be able to ask a collateral in case of damage/steal/destruction).
  6. Anyway, don't underestimate Avatar vs Avatar combat. You can kill people with it, and break blocks with it. Since at the beginning not many will have ships (especially medium/large sized), most of the stuff that you would attack will still be land bases and players (and AvA does a good job here). And most people will build their base inside the safezone on Alioth, there're really no reasons to build outside at the beginning, since we'll likely not have a territorial unit (so you couldn't attack much with a construct anyway).
  7. NQ said that resources will come in different rarities and that there'll be so much of the common ones (like copper, iron, ...) that they'll likely not deplete at all. An 8 km long vein of copper, I can assure you is a lot of material, and since we don't know how much copper will we need nor we can imagine the size of the planet compared to the amount of common material there'll be there, we can't say for sure that resources will deplete. It's a matter of balance (it's different from minecraft or any other game, it is balanced for a multiplayer not for a singleplayer experience), and if NQ says that common resources are unlikely to deplete, I think you should keep that in consideration. There'll be a good amount of rare materials, and then there'll be tons of common material. When players will deplete the rare ones, they'll move to find more, and they'll leave like 80% of the common behind. While searching for more rare materials on other planets they'll find common materials too, so they don't need to go back to Alioth, and they can sell it on the market so that less people will need to mine on Alioth. That 80% of common material, after that most of the player base moved, will need a lot of time to deplete. That's just an assumption, it depends on how much resources people will need to build and how much there'll be on a planet. Wath will stop a player to just mine it all and store it? Time , Energy and Risk of being attacked.
  8. I think it's fine, ofc I'd love to have CvC from the beginning, but is not a big deal. There's no risk it would break the game as op says, for various reasons. The game after CvC will be quite different to the one we will play before, i like that, a gameplay that changes over time. I can already imagine that people will stack materials in order to build the new elements for CvC the days before, people with fighters ready to mount weapons on and maybe the first real war that someone will try to surprise their enemy. I usually focus on the economy and character progression when a MMO starts (while I PVP only after that), doesn't really matter to me much if I have to wait a few months.
  9. They cant remove npcs without providing another way to "print" money, because of natural loss of money due to players that stop playing forever. Anyway, since their last ama update, it seems they'll not remove them anymore
  10. Why the hell people keep asking for a weapon to destroy planets? Is that so fun? XD
  11. 1-CvC 2-Salvage 3-Rotors/Pistons/Piping 4-More elements (tech stuff) 5-Even more elements (farming/logistic/other) 6-Features that makes deep space exploration possible 7-Large scale events that lasts for long periods of time and that let every player participate
  12. Doesn't make any sense for a NPC to place an order on the player market, firstly because it's a player made market and you could do that by your own, secondly because market are local, there's not a single one. 1) GOLD is supposed to be uncommon, not rare. It means that there'll be enough spread across a planet for everyone. People will explore to find the rarest materials, GOLD would not be the reason. 2)There's not a single vein, it's spread across the planet. If i remember correctly, JC said that a vein of a common material like copper could be long like 8 kilometers. The value of resources depends on "time to mine them", "risk", "rarity", "energy consumed" and other reasons, not just "rarity". 3)People will mine GOLD to build a construct, and transform the excess into GOLD COINS. They'll not mine more, since the actual plan is to mine to sell stuff to NPCs, it's pretty much the same.
  13. NPCs to balance the economy are BAD for the game: -Imagine you have a cargo full of iron. You can sell it to an NPC, that will magically generate money and make your iron magically disappear. Alternatively, if there are no NPCs, you would have sold that cargo to another player so that can be used to build something real (ship or whatever), without generating any inflation since the money is not generated magically. NPCs to balance the economy, reduce the economy itself, create inflation, and reduce the gameplay (since you'd not have build that ship with that iron, you'd fight less). -Imagine you want to buy iron from an NPC. Your gold disappear magically, while iron appears. That simply reduce the mining activity from miners, so less piracy, less activity in general. NPCs usually are used as a way to control by the developers EASILY but is indeed not a good method to generate gameplay and fun. NPCs at start may be fine, but yes, there's still need for something in the long run (adding them temporarily when it's needed isn't really that cool...). As i said in another thread, that's my idea: -There's a resource in game, let's call it GOLD. The rarity grade is uncommon. -GOLD is a core resource for the gameplay, it will always have a good and stable value. (i.e. it is needed to craft "Core Units", so to build a construct, you need it). -You can craft GOLD COINS (ingame credits) with GOLD. GOLD COINS are a virtual currency, you don't have to store it into your inventory. -You can craft back GOLD from GOLD COINS, but you'd spend a good amount of energy and time (to prevent people transforming their GOLD cargo into a weightless/protected cargo). -People will use GOLD COINS to pay/sell stuff, because it's the only currency the Market Unit supports. How does this work? It's like you're bartering GOLD (transformed into GOLD COINS for the Market Unit, and convenience reasons (no weight/virtual and safe). How does it balance? If there is too much GOLD COINS, people will revert it back to GOLD, and craft "Core Units" (ships/bases) out from it. If there is too few GOLD COINS people will craft it from GOLD as needed. It balance itself. In the case devs don't want the base currency of the game to be weightless and virtual, then there's no need to adda currency, because players will figure out one to barter things by themselves (GOLD).
  14. i read it, mine was just a comprhensive answer regarding the argument, not just to your post. Renewable resources can work indeed, as i said, but they have to be balanced, and the devs know that. Solar and wind cant be balanced by making their output incredibly small, because you could just stack enough of them, it's still infinite energy. To mantain those elements you'll have to pay a price proportional to the amount of energy you'll get, that's how balancing works. So if you want it to be renewable, you'll not trade resources like uranium, but you'll give something else, like your time (like you'll need to clean the solar panel), they'll have a duration (they ruins over time) or something else
  15. Never watched it :S @Titanis pretty sure you can build as much as you want
  16. Resources can't regenerate for various reasons: -Regenerating voxels could interfere with underground caves/buildings that players could build. And even if it is disabled for claimed territories, some people may want to build without claiming anything (a territory control unit is expensive, or other reasons). -If you can have all the materials you want on the first planet, you'd have no motivation to move and explore for more. -More... The game would never work with that, and there's no need to try to find a solution. The playerbase will eventually move in search of resources, new cities will born and old ones will be abandoned. That said, JC said something about being able to plant trees (and maybe other stuff too), but after release probably. In this case, i imagine trees will take time to plant, or they will require energy or something, because if they're too easy to farm, noone will ever cut some wild trees around planets, and that means no pvp, and no difference in value between a planet with trees and a desertic one. Solar energy and wind energy is the same thing. Infinite stuff (energy in this case) is bad, it kills the economy, and the gameplay. They could probably be balanced by making them extremely expensive. That's because, you can expect an element to be destroyed one day, but what if you place that in a safezone? what if your organization is so strong that your solar panel is pretty much invulnerable? Then you end up with an infinite source of energy, that would kill the gameplay for you and everyone around you. So there's need for another way. Renewable resources needs to have a price, in order to make them viable without breaking the game, since this is not a single player
  17. My theory based on the informations we have and based on the main concept of the game: -Stargates will be controlled by players, so that you can tax people from using them, or block their access completely. -Stargates will be destructible or stealable. Why? 1)Stargates will be hard to build, there's a lot less incentive to build something that remains neutral. Taxing people from using it or keeping it private to be the first accessing a solar system will be a ways to get back the investment. 2)Blocking the access to it may get some people angry, so you'd likely be more exposed to attacks (from people that wants to steal the stargate and make it public). Higher risk, higher reward. Alternatively if you give people access to it, you'll gain taxes from them, but you'll lose the advantage of having private access to the solar system (temporarily, until someone build another stargate). 3)Ofc there'll be a lot more strategic plans revolving around stargates when there'll be a war. It balance itself
  18. actually i answered all those questions already i think xD english is not my main language so it is a bit hard for me. The weapon damage model doesnt take account of the angle, it is just a "select" function, there's no projectile so no angles and no intersections. A construct occupies a region of space, the domain is in 3d. The game is set like if construct 1 domain intersects construct 2 domain, stop it. And that's why you don't fall through the ground. the game doesnt know where the domains intersected, but just that they did. To know that, he game splits he main domain into different parts, until it found a single domain, a voxel, and that creates load. Again, i'm not really a programmer, i just know basic stuff, so take it with a grain of salt
  19. Personally i dont want resources or even holes in the ground to regenerate. It's all part of the story players will create. Keep in mind though that resources will be rare and common ones. As they already said the common ones will be very abundant and hard to dig completely on a planet. People will mine mostly specific holes for rare resources. Still it all depends on how resources are going to be spread over the planet, i dont think a planet will be uglified because of its size, but in that case will still be players fault, and part of the story. Trees do not regenerate, but you'll be able to plant them probably in an expansion (jc said in a interview)
  20. I liked the video and i really appreciated that they did it. People asked to see multiplayer building, and they delivered it. If someone complains about not showing much like huge cities or whatever, didnt get the point of the video in the first place. And regarding the tech to build cities, it's obviously there, did you forgot about that huge orbital station already in the game? It starts to be frustrating to answer all this bs, false accusations and sentences taken out from context, that has already been answered multiple times...
  21. No it's not, and I explained why, even if it could be different since it can be done in different ways. Imagine you're running against a wall. A collision that stops you from doing that, just tell you "you can't pass". Collision damage would tell you "you can't pass" and then "hit in x,y,z". Checking where the entity got hit, is the problem, not the "you can't pass" line. Try space engineers, the difference is quite obvious there, it's not only server heavy, but client too.
  22. Catch them and kill them. Alternatively force them to sign a contract with a huge collateral before entering the organization
  23. Doesnt need to be predefined, the domain changes depending on the construct coordinates. The shape is not a problem. It's pretty much always a single point of contact when there's a collision, it's alway precise. The problem relies on the fact that to identify that specific voxel. You have a huge domain (construct) and know that another domain (construct) collided. Where? You'd need to divide the first domain into many, one for each voxel, so that you'll find the single region of space where it collided. Alternatively you could use vectors, but they requires heavy calculations too.
  24. Names are needed in a mmorpg, it's a social feature that you cant just remove. Maybe there could be some kind of device that could give you some kind of stealth and in that case would remove the name.
  25. I dont think it works that way, im not an expert though. A collision box denies an entity from entering its region of space (so you dont fall through the ground),it's just a domain. Collision damage would need to do the same thing, then calculate the intersection between the 2 entities to identify the specific block that got hit, then apply the aoe on it. The intersection part, should be the problem.
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