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Shynras

Alpha Team Vanguard
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Everything posted by Shynras

  1. Ofc limiting that could reduce server load. But not by a significant amount to justify this (that's why i said "no reason", probably shoul've said "not a good enough reason"), since it kills a lot of the gameplay. Other than that, i think this is already mentioned in the devblogs, that you'll be able to build anywhere. Servers are going to be able to support fights with thousands of players, a guy building a ship somewhere it's not a big deal
  2. Ships are going to be made by hundreds of "interactive blocks", that will define the role of your ship. They are going to be about energy, storage, weapons, repairing, healing, speedboosting, managing, ia, and wathever. Those blocks are going to consume energy, to make the ship heavy or to take a lot of space, so you can't carry every single block in the same amount a specialized ship can. Some kind of hybrids will probably be possible, but they're not going to be maxed in every role. And building a bigger ship to fit everything is not going to help anyway, since the bigger the ship, the bigger the needs it's going to have.
  3. I'm not sure a system like Elite Dangerous would be good, especially for this game (I don't like it neither in E:D where everyone target the same "core device" (dunno the name)). Consider that this would limit a lot ship designing if implemented poorly. And targeting a block wouldn't necessarily open a hole for you to board the ship, it's still random, depending on your relative position to the enemy ship, and the enemy ship design, that you usually don't know. Another way could be by using a targeted area of effect (aoe)(like a bomb), since it is a common mechanic even in targetlock mmos, shouldn't be a problem to have in the game i think. And it could still be limited with a cooldown, to avoid spamming it especially in large fights.
  4. That would be cool, I'm pretty sure is going to happen, but still floating wrecks could create an insane load on the servers, so they'll need to find a way to optimize this. The wreck could be something not made out of blocks, but that wouldn't be ideal right? I'm sure there a better way, like making them disappear after an amount of time based on the size of the construct. They said already that resources on planets are going to be limited, so I do expect a "moving JIta". The game would be more dynamic and fun right?
  5. I think it would fit really well into the game. Maybe something they would consider to add in the long term tough. Hovewer, to make the gas station idea work, fuel needs to be hard to produce, hard to storage, or by any means unconvenient for a normal cmd to produce. This would require many playerbuilt gas stations around the universe too. In the case you'll just produce an "higher level fuel" (while the low level one is available to everyone easily), you wouldn't probably need a gas station, since just a few people will need/buy it, and it'd be probably more convenient to stick your factory on a planet, managing personally every single order, sending transport ships to delievr.
  6. Ships are going to be made out of blocks, even in the "survival world" and you'll be able to modify them whenever you want. There's no reason to limit building in certain zones.
  7. This game is about something else, the combining DNAs part is not necessary nor could be implemented smoothly in the game, without many other features revolving biology. There are way more important features the devs should focus before this. Still, a taming and breeding mechanics, pretty much like minecraft, would be cool, and probably is going to happen. Creating a creature from a machine would not, because there would be no point in taming and breeding.
  8. I don't like the idea. Planets should be a limited resource, as any material in a certain way. 1)This would reduce exploration and colonization needs. 2)This would keep the center of the playerbase stable, while the needs for more resources and land, would force them to move: -Imagine there's a huge HUB where everyone trades, and do various stuff. One day a war happens, that HUB gets destroyed, and someone will build another one closer to new and resourceful planets, and the playerbase will partially move. -Or maybe, the main HUB will be shut down by their own owners, since the lack of trades in that area (since planets there could be out of resources) made it unconvenient, while players moved by their own to a zone with new and resourceful planets, and a new HUB is born spontaneously for economics needs 3)Every planet should be a precious asset, the territorial unit shouldn't reflect the land price by its own, but the land itself. Creating a planet would mean that you create value from nowhere. 4)Players would be picky. Take what nature offers, don't just create your ideal planet. In front of you there is a planet with pros and cons, embrace both of them.
  9. Pretty sure it's going to be a thing, but hopefully is going to be more expensive (however the reason for it to be, depends on how other gameplay features are balanced). I guess it will have pros and cons, but to make it realistic, building on a planet is much more easier, while building on space would be something harder to achieve, and it could be the goal of your corporation. So it does even add depth to the gameplay.
  10. Analyzing the pipes, we can see: -a T shape -a + shape -a curved one -a little one that serves to switch axis -2-way + led And there are 2 remaining unknown. Personally I feel the one with that sort of LCD on it, will be used to "control" the pipelines, like it could "stop the energy from flowing through it", "limit that amount", "sending it with a timer, gradually or similar". In that case, pretty sure a 3way and 4way version of it is coming. Regarding the last one, it may be some sort of special pipe for special materials, since the warning texture on it, but since we don't know anything yet about the energy mechanics, it's hard to say.
  11. Multiboxing makes people not enjoy the game how is supposed to be. It's not fun nor part of the gameplay, it's just an "exploit" players come up to be more effective. Multiboxing gives unfair advantages, such as position, gold, versatility. Should multiboxing be easily available to everyone? No because it would force other people to do it to be competitive, they'd not have fun, they'd quit the game. Remember that the in game economy is run by players, so in a situation where many players have a huge income (thanks to multiboxing), that could impact the economy, and relatively to their richness, the ones who don't multibox, will feel relatively poorer (i.e. many blocks/items are going to cost more in that case) So in my opinion, multiboxing should not be possible on a single account. Ofc you could still be able to pay multiple subs, and own multiple account, since it's not an easy thing to track, but at least this would impact much more on the game.
  12. This game is about freedom, if you limit everything you have no fun, and you give a bad experience to the f2p players. They could grind plex to play in the p2p area? Sure, but the grind would be so slow and boring that they'll just give up and remember this game as a bad experience. Why it would be so slow and grindy? Because if you need to limit resources people and everything in that zone, their income would be seriously insignificant compared to the main p2p economy. And if you are not able to grind your plex with the 2-4 weeks trial, where the game is not even limited, it means that you don't really have the time to do that especially in the f2p zone. then it splits the playerbase. then it feels bad to know the game is partially freemium, because freemium is usually associated with bad games, trying to get a bunch of more players, because low population then would kill the hype. You cannot pay to play the game? Maybe you'll be able to in 1 year, and you'll sub monthly from that time on. or maybe there is a freemium system, you play a month, eveything is limited and you get bored since the game is not meant to be played like that, then you'll never come back 1 year after, because that month was enough for you to have a basic knowledge, and your hype is no more there. P2p games are ofc expensive but well considered by the players, because they expect updates, a polished games, good servers, etc... the presence of he freemium, would degrade this idea. At least that'my opinion
  13. I personally don't think anything should "vanish", beside, maybe players. Regarding ships: -People will just log off in dangerous situations. A 10 sec cooldown will not always be enough, because this game is probably not gonna be just close range combat, so you'll often have 10 sec of time before the aggressor shots you. More than 10 sec cooldown is going to be annoying for people to wait. -You're probably gonna have more ships, spread across different planets. What's going to happen to those? Every single construct you own is going to disappear at the same time? -What if you are a leader of a corporation and you're piloting a ship with 100 of players inside it? It would be so frustrating and unfun, that i can't imagine this is what the devs want. Regarding players: Still a player could just log off in the middle of a fight. Let's say you are winning a fight with your ship Vs his own, and he knows he's going to die. He would just take all the stuff he can from the storage, and would log off. Even in this case, the best way to balance this would probably be: when you logoff your character go sleep, and doesn't vanish. This would require for people to build escape pods, and stuff like that, and would add more depth to the building system, and to other sections of the gameplay. Regarding autopiloting: My guess is that, an autopilot should be just something that gets scripted by the players. So players could come up with some system that automatically send their ship to a safe location, but I wouldn't want it to be "standard" Regarding being harder to detect: I feature like this could be fine as long as the ship can be detected from a relatively close range. It just can't vanish.
  14. If NovaQuark will be able for real to create what said so far, you'll not even need to convince people. They will come by their own, guaranteed
  15. First of all sry for the bad written post, since I was on the phone and secondly for the fact that, since my english is not perfect ( Sometimes i can't find a good way to say something, because there's a lot of words i don't know), I couldn't express my thoughts how I wanted. I never called you stupid, I was referring to the idea that RTM could work on this game, and yes, I probably should've used a "kinder" word than "stupid", so I'm sorry for that too. That said RTM is never going to work in a game, not in DU, not in every other game, for the reason I already mentioned, and many more. You say that there are games where this works, but I can't find a game, that I can define succesful with said feature. Secondlife? Entropya? Wurm? All those are niche games, played by a bunch of people. Are you sure that, without this mechanic, those games couldn't be much better? Regarding the fact that i talked mostly about RTM, is because I was just responding to your previous quoting me, so just about what you said in that post, not in the topic. I personally don't think they'll ever implement rl money in any case, it wouldn't even make sense in a P2P game. Regarding a good economy system, I would love that too, and they've already said the game will have it. The possibility to buy bonds from corporations, or stuff like that, would be interesting. but I'm unsure that would be a healthy feature for the game (not many people like that, it's confusing, it's close to be "another game" in the game, ecc...), definitely could be discussed. Ofc this are all my opinions, and I could be wrong.
  16. It is possible, it is a must, and i'm pretty sure is going to be in the game. Otherwise a big part of the gameplay would die just for that, i.e. building big ships wouldn't make any sense, repairing, various other stuff you do inside a ship. I even read somewhere that there's going to be the possibility to have carriers that carries ships, bombs, drones, so this doesn't just means that you would need an hangar, and that you should be able to move to the hangar while the ship moves? They even said they wanted (one day) to give players the opportunity to open holes in the enemy ship armor, and to board that. In that case you should be able to walk in a moving ship, right? The technology to do this is common and quite old, even some mmorpgs have it, like darkfall or archeage, where you can walk on moving ships.
  17. @yamamushi so are you saying to me that you want to legalize goldselling? With all respect, that's the stupidest thing i've ever read on a forum in my life. People will rtm anyway? Which effects could have 10 players on the economy vs thousands? Because that's the proportions pretty much, between legal and illegal gold selling. Novaquark could make cash from it? This game is not wow, is not going to have the same playerbase, nor the same amount of illegal goldsellig. Giving the possibility to sell in game gold will make the economy so much more competitive, because of veterans/bots exploits, that new players would not have a chance to play the game. This would make the farming much less rewardig and grindy too. If that's not enough, that would make the game p2w, rich guys rl would rule the universe, and consequentially, they would ruin the gameplay and economy, as if we will not already have to pay a sub. Lastly (but there could be a lot more suff abot this), the only reason wow is not p2w is the fact that you can't buy most of your gear (pvp or pve) with gold, but with curreencies or loot earned ingame. In other words, using bound items. Ofc adding a large amount of bound items in du wouldnt make sense, because this would kill the economy pretty obviously, like wow's one. Just my opinion tough, sry for the bad writing, i'm on the phone.
  18. Hopefully not. A lot of people would be way more carefully buying stuff in game, if they knew the rl money counterpart in price. The economy would be way more slower. People wouldnt want to buy stuff. They wouldnt feel rewarded. They would stop playing. That's why planet entropia and secondlife are niche games (a really small niche). Another negative consequence is the fact ghat new players have hard time to gain any currency, since veterans usually are more willing to capitalize everyhing they can. Bots, muktiaccounts, hacks, would ruin completely ghe game too. The most important for a game to be succesful, is the fun part. What you're saying it's not fun in any way
  19. As much as it could be convenient for them, i would hate multiaccounts to give advantages over other people.
  20. the game is target locked, i doubt there's gonna be optional precise aiming, because is a matter of pings, we have 1 shard worldwide and the server technology reduces update rate (so more ping) when there's lots of people. If someone is going to hide it it doens't matter, we would have a list of stuff to aim to, and the weapons will do their job automatically. And if you use a mechanical door, you can just target the mechanical block that hold the door. Anyway that was just a guess, i don't think (and hope) is going to work like that
  21. I'm pretty sure there will be ground combat (using the same weapons you would use on a ship, on a ground vehicle) and pretty sure there will be a combat between characters (pistols, rifles, machineguns, ...) Regarding mechs , if anchors will be a thing, we should be able to build mechanical stuff that can be scripted, but as it is in spaceenginers and similar games, mechs are not usually easy to control nor they are fast/good or in any case better fhan a simple tank/ship. So even if you manage to create one, it's probably not goiing to be competitive in a real pvp battle
  22. Why can't you use a thread about his topic, that is already open, instead of creating a new one? Why do you have to use caps for the title? If you want visibility, get it by proposing interesting arguments. Why are you judging devs and players, even insulting them to prove your point? Why can't you find in the already existing threads the reasons P2P is the best way?
  23. I agree with the lootable item, to prove your kill. Then the guy who issued the bounty may or may not pay you, and cool stufff could follow that. Maybe one day there will be a trusted corporaion that people will use to manage bounties. i would add a couple of things: when you scan a ship, you get a "signature code" associated with that entity, and you need that code to place the bounty. His means that if you don't see the bad guy (because you were exploringa planet or wathever) you cant place that bounty. A bounty hunter is able to use specific block, that can locate wanted ships by their signature code....higher skill (or better equipment), means longer range to find them. This could be used from outlaw to set traps for the bounty hunters too, cool right?
  24. Still i personally would like to have both options, to drill on a planet, or with a ship. They could be balanced by making the ship option to be less efficient, consuming large amount of fuels. So if you decide to use a ship, so you'll not have to deal with the "build a mining base for each planet", you'll still have a penalty, and both ways would be viable.
  25. Probably you'll be able to target stuff, hopefully not like E:D (kinda crappy). Still they mentioned the possibility of partial damage and to board the enemy ship, so how do you open a hole in a ship if you have a target on the entire ship? You can't choose where to open the hole? Probably you'll be able to target let's say, the hangar door, and do it that way.
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