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Shynras

Alpha Team Vanguard
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  1. Like
    Shynras got a reaction from Kurock in Golden Fox Division [GFD]   
    In the Golden Fox Division, we look for simple ways to manage, organize, and look after our members to maximize our efficiency. 

     

    At the beginning, there'll be 5 different roles. This may change in the future, depending on our player count we'll adapt accordingly:

    -Director: leader of GFD. 

    -Officers: they support the director in the managing of GFD. 

    -Team Captains: Each of them is responsible for his team, its related assets and the completion of missions entrusted to him. Each team specialize in a different aspect of the game: scouting, combat, logistic.

    -Members: Trusted players who have been within the organization for a while. Each of them can be part of 1 or more teams. 

    -Recruits: new players, under observation.

     

    Despite the ranks, needed for management reasons, we're always open for discussions and the opinions of our players will be always important to us. 

     

     

  2. Like
    Shynras got a reaction from Kurock in Golden Fox Division [GFD]   
    The Golden Fox Division is an indipendent elite PVP organization.
     
    Our goal is to become one of the best small-medium sized PVP groups in the game.
    We mantain a specific size limit policy to promote high levels of efficiency, coordination and control.
     
    Our focus is combat and anything related or useful for that scope.
    This also means that we'll put great effort into ship designing, information gathering and LUA. 
     
    We plan to make deals with larger groups to also take part into large scale conflicts.
     
    We're looking for dedicated players who love PVP and to compete. 

    If you're interested feel free to apply now, or PM me for more informations.
    Our Discord is for members only (for now)
     
  3. Like
    Shynras got a reaction from FireSoul in Jetpack alternatives and "safe-designing"   
    I want to highlight a few key point of the building system, that I think are actually bad design choices and that are going to make the game worse (relative to its original concept of a massive openworld sandbox with emergent gameplay). This is just my opinion, so don't take it personally. 
     
    Devs mentioned a safe environment where you could design and create blueprints of ships. I'm not sure if it's still planned but I want to address this anyway:
    (1)A "safe-designing" environment keeps players away from the open world, less social interactions, the world feels emptier, and this lack of activity (even if it's not a total absence of activity but a reduced rate) is going to damage the game in the long run, since the game would still feel, even if by a little, worse. It's never a good idea to split or "hide" the playerbase, expecially in a game like DU and when you don't know if there'll be enough players in the first place.
    (2)We know there'll be elements capable of "printing" ships. This means that you just have to design, while the building part is left to those elements. But if you let people design in a safe environment, and then you let them build automatically with elements, you'll never see players build in the open world. So I can't see those 2 features coexist.
    (3)We know that you'll be able to build with a jetpack, that will give you very good mobility. I don't like this at all, since it feels a little bit like "cheating" or "creative mode", it's not immersive. I want the jetpack to be an option, but why can't scaffolding be an alternative too? Why not a grappling hook? Why not a builder-construct? That jetpack is way too strong, it provides unmatched mobility/agility and doesn't have drawbacks. 
     
    MY ADVICES:
     
    (1)I know there are people out there that want to design constructs, and do that only, safely, without participating in other activities. And i'm fine with that, I think everyone should be taken into account. But if you give "a better way" to do things, stay sure that everyone will do it, you'll not see a single player build in the open world. Since there are multiple safezones already, spread over the universe, I don't really think there's need for anything else. In the worse case you could be a new player, that only wants to build, that joined after release and all the safezone land is gone:  join an org, rent a land or gain enough money to buy one. This game is not about getting what you want istantly anyway, so if you need a safe place to build, work hard and get one first.
    Regarding the "I live in a war zone and I want to build safely" argument, do I even have to answer? If you're so worried about getting griefed while building in the open world, just send your builders to the closest safezone.
    Regarding the "I don't have the blocks, I just want to create a blueprint": just create the possibility to enter a "design mode" where people can build with unlimited "hologram blocks", that look slightly different, so that they can still design in the open world and create anything they want.
     
    (2)I don't think it's a bad idea by itself to have elements print ships (that you've already designed aka built), since it's usually boring to create copies manually. I just hope that doing that manually it's still going to be an viable option, so those elements should probably be less efficient and requires more energy/resources. 
     
    (3)This is something i really care about. There are people that want unlimited freedom while designing (i seriously don't get why they don't just play with a 3d modeling software) and other that want immersion. Again, I think is important to keep different approaches viable, to let everyone choose their preferred way:
    -Jetpack: consume fuel, it's the best but most expensive way to build
    -Scaffolding: similar to the "scaffold" block in tekkit minecraft (not sure what was the mod), there's a scaffold element in DU. It's very cheap and reusable, easy to place and remove (and maybe you can climb it like a ladder). Doesn't offer the same mobility of the jetpack but it's cheaper
    -Grappling hook: i'm not sure it's possible with the Du engine (I'd guess it is), but if it is, then you have to add it to the game. It's always a lot of fun and people love it.
    -more
    Then, in the "skill tree" where you can specialize yourself, you can actually improve pros and cons of those methods. A specialized builder may have a very low fuel consumption on the jetpack, and be very fast, while a newbie builder (or any guy with a different specialization), may find more convenient to use scaffolding or a grappling hook as a cheaper method.
     
  4. Like
    Shynras got a reaction from Astrophil in Golden Fox Division [GFD]   
    The Golden Fox Division is an indipendent elite PVP organization.
     
    Our goal is to become one of the best small-medium sized PVP groups in the game.
    We mantain a specific size limit policy to promote high levels of efficiency, coordination and control.
     
    Our focus is combat and anything related or useful for that scope.
    This also means that we'll put great effort into ship designing, information gathering and LUA. 
     
    We plan to make deals with larger groups to also take part into large scale conflicts.
     
    We're looking for dedicated players who love PVP and to compete. 

    If you're interested feel free to apply now, or PM me for more informations.
    Our Discord is for members only (for now)
     
  5. Like
    Shynras got a reaction from Omfgreenhair in How should we go about naming our characters in DU   
    Or... just let everybody choose for themselves?
  6. Like
    Shynras got a reaction from Comrademoco in How should we go about naming our characters in DU   
    Or... just let everybody choose for themselves?
  7. Like
    Shynras got a reaction from elDunco in How should we go about naming our characters in DU   
    Or... just let everybody choose for themselves?
  8. Like
    Shynras got a reaction from yamamushi in How should we go about naming our characters in DU   
    Or... just let everybody choose for themselves?
  9. Like
    Shynras got a reaction from Kurock in Neutral alts - Recording battles, Interviews, News, History,...   
    Well, didn't realize Kurock is there, so I guess I'll let him
  10. Like
    Shynras got a reaction from Ukoviaz in Holding Organisations   
    That has already been explained in the last devblog about the RDMS system. Organization are just TAGs that people have, so you can have many of them at the same time. The tag system has a tree-structure, so you can indeed have a tree structure of organizations. 
  11. Like
    Shynras reacted to NQ-Nomad in Alioth size   
    Hi guys, 
     
    As Lethys pointed out, we made an erratum on Twitter because of a mistake with the tiles' area (here and here). 
    So it's currently around 0,65 sq km / 0.25 sq mi. Again, sorry for the confusion! 
     
    Cheers, 
     
    Nomad
  12. Like
    Shynras got a reaction from ostris in Alioth size   
    The area of a tile is approx. 0.65 sq km
    The actual number of tiles on Alioth is 50862 
    Total planet surface: 33 060 sq km
    Radius of the planet: 51 km
    Max speed at sea level: 200 km/h
    Time required to circumnavigate the planet: 1,61h (322 km)
     
    Planet size and max speed may be subject to change.
  13. Like
    Shynras got a reaction from Veln in I am new and wanted to give hugs cookies and say hello to everyone ^,...,^   
    You can't make bacon out of cows, you choosed the wrong animal.
  14. Like
    Shynras got a reaction from Anaximander in visual combat experience (immersive gameplay)   
    -The combat is not tab target
    -Ui on ships can be customized. You choose which widget to display and its appearance.
    -Ui on foot depends on the features and info they'll need to display, but from my understanding they want to keep it rather clean (some of the ui will be in the arm hologram)
     
    I didn't read the rest, i've no time sry
  15. Like
    Shynras got a reaction from ForlornFoe in Planets running out of resources?   
    Resources don't regenerate.
     
    Let's define:
    -LLR (low level resources): common in large quantities
    -HLR (High level resources): rare in small quantities
    -P1 starting planet, Px other planets
     
    1)HLR on P1 run out before LLR (consequence of game balance)
    2)Players move to Px for more HLR, and they'll mine LLR there too (for convenience)
    3)This means less people mining on P1 for LLR, so they'll take more time to run out
    4)The more time passes, the more the mining rate of LLR on P1 will go down (same for other planets)
     
    Now let's add a new variable: rarity R. With time, LLR on P1 are running out, so their R (rarity) will go from "common" to "rare". This means that it's not going to be convenient for a miner to look for rare LLR on P1 and no HLR, instead they'll go on a fresh planet where they can mine common LLR and rare HLR. 
     
    In conclusion:
    -Since all this scales with time, a planet will never run out of LLR unless a group of players tries to make that happen on purpose ( it would take a lot of time, considering planet surface and planet depth, and wouldn't even be profitable)
    -A planet can run out of HLR to a certain degree (maybe there's still a few pieces of materials somewhere hidden underground, but extremely rare)
    -New players will be able to mine LLR for a certain period of time from release, after that technology will be so advanced that they'll easily buy a basic ship from the market to fly on a different planet (or a different solution that devs will provide with expansions and patches after release). 
    -Chances are that after a certain period of time, the landscape will be partially destroyed like minecraft (or the real world). It may be uglier, but the game is player driven, so if you don't like it, just create an organization with the purpose of filling the holes (or conquer your private land). 
     
    Edit. I've seen on minecraft clans of players or servers with strict rules about digging holes without filling them, partially cutting trees, building 1x1 voxels towers, .... so an organization can easily do the same thing, and keep its territories pristine at least in appearence (the bigger the org the bigger the territory)
  16. Like
    Shynras got a reaction from Flow2606 in Logo bug   
    Ye it's buggy but if you got to the server error 500 part, you just need to wait. It takes usually 1 day (once it took 3 days to me), so just be patient. Keep in mind that the community site is kinda a prototype and will be improved in the future
  17. Like
    Shynras got a reaction from Frankenstein in Golden Fox Corporation [GFC]   
    Ty, I'm confident I'll reach my goals fully, there's a lot of time before release 
  18. Like
    Shynras got a reaction from Novarkian in Free to Play   
    You know, games are expensive to develop, it's not that they grow on trees. If you don't have money than you cannot support the game and its future development, you can't pay for the servers and so on. Why do you think you have the right to play? You have 2 choices: pay to play or play more hours than the average, in a way that you'll generate enough content for the p2p players, that will then buy the sub for you (DAC)
     
    And no, there's no need for premium stuff that will take development time away from the main future features, just to let the people that does not contribute to mantain the game (f2p players) play the game for free. 10$ month is not much, especially if you alternate buying dacs sometimes, you just need to work 1-2 hours depending on your country.
  19. Like
    Shynras got a reaction from El_Nadie in The Unnamed Warehouse -Services offered-   
    You need to give me a reason to use that. In safezone is pointless, in warzone it will go down and if you're able to defend it, your military expenses will be higher than the warehouse gains. So my tip is to create a mobile defensive station (a big carrier ship), possibly with cloacking tech and low power consumption (to mantain costs low and improve your gains), that you hide in space and share coordinates only to trusted customers. And you could add a transport service to that, so that you can deploy assets anywhere for your customers, if they need it.
  20. Like
    Shynras got a reaction from Anaximander in Jetpack alternatives and "safe-designing"   
    -Since Du is not a modeling software but a game, the building aspect should be immersive as much as any other gameplay aspect in DU. 
    -Having a godmode jetpack kills diversity and variety on building mechanics, and kills any hope for that to change in the future (because most players would hate a change like that after they got used to it)
    -It kills diversity even for other gameplay aspects. To create a deathstar you'd just fly freely where you want with your jetpack vs huge effort by an org to set up scaffolding, that creates jobs and contracts (emergent gameplay), new gameplay possibilities and immersion
     
    Again, it's not about nerfing the jetpack to make building tedious for everyone. You'll be able to train skills. If you think that a godmode jetpack is a priority for you, just research all the skills related to it, and those will improve it to reach godmode level. You're free to choose, so don't force everyone else to play a simplyfied game just because you're lazy
  21. Like
    Shynras got a reaction from Kuritho in Incapacitation / Revival System. And Futurespace CyberVampires.   
    1) Don't like the idea of a revival medicine:
    -In a small fight (ship vs ship), the fight ends when the ship is destroyed, not when the players are killed (since they can respawn with said medicine). Boarding has less/zero value.
    -In a large battle, the resurrection node (an important strategical objective) would be less relevant.
    -People with more medicines would be able to respawn in the same position. Who has more medicines (aka money) has an advantage, and since it does matter less if you die, skill is less relevant (like initiative, since even if you surprise them attacking first, they can just respawn and recover)
    -Life is less relevant and people are going to play badly just because they can get revived. 
     
    2)Weapons with the ability to incapacitate could work well, it just depends on how they're going to be balanced. 
  22. Like
    Shynras got a reaction from Ben Fargo in Jetpack alternatives and "safe-designing"   
    I want to highlight a few key point of the building system, that I think are actually bad design choices and that are going to make the game worse (relative to its original concept of a massive openworld sandbox with emergent gameplay). This is just my opinion, so don't take it personally. 
     
    Devs mentioned a safe environment where you could design and create blueprints of ships. I'm not sure if it's still planned but I want to address this anyway:
    (1)A "safe-designing" environment keeps players away from the open world, less social interactions, the world feels emptier, and this lack of activity (even if it's not a total absence of activity but a reduced rate) is going to damage the game in the long run, since the game would still feel, even if by a little, worse. It's never a good idea to split or "hide" the playerbase, expecially in a game like DU and when you don't know if there'll be enough players in the first place.
    (2)We know there'll be elements capable of "printing" ships. This means that you just have to design, while the building part is left to those elements. But if you let people design in a safe environment, and then you let them build automatically with elements, you'll never see players build in the open world. So I can't see those 2 features coexist.
    (3)We know that you'll be able to build with a jetpack, that will give you very good mobility. I don't like this at all, since it feels a little bit like "cheating" or "creative mode", it's not immersive. I want the jetpack to be an option, but why can't scaffolding be an alternative too? Why not a grappling hook? Why not a builder-construct? That jetpack is way too strong, it provides unmatched mobility/agility and doesn't have drawbacks. 
     
    MY ADVICES:
     
    (1)I know there are people out there that want to design constructs, and do that only, safely, without participating in other activities. And i'm fine with that, I think everyone should be taken into account. But if you give "a better way" to do things, stay sure that everyone will do it, you'll not see a single player build in the open world. Since there are multiple safezones already, spread over the universe, I don't really think there's need for anything else. In the worse case you could be a new player, that only wants to build, that joined after release and all the safezone land is gone:  join an org, rent a land or gain enough money to buy one. This game is not about getting what you want istantly anyway, so if you need a safe place to build, work hard and get one first.
    Regarding the "I live in a war zone and I want to build safely" argument, do I even have to answer? If you're so worried about getting griefed while building in the open world, just send your builders to the closest safezone.
    Regarding the "I don't have the blocks, I just want to create a blueprint": just create the possibility to enter a "design mode" where people can build with unlimited "hologram blocks", that look slightly different, so that they can still design in the open world and create anything they want.
     
    (2)I don't think it's a bad idea by itself to have elements print ships (that you've already designed aka built), since it's usually boring to create copies manually. I just hope that doing that manually it's still going to be an viable option, so those elements should probably be less efficient and requires more energy/resources. 
     
    (3)This is something i really care about. There are people that want unlimited freedom while designing (i seriously don't get why they don't just play with a 3d modeling software) and other that want immersion. Again, I think is important to keep different approaches viable, to let everyone choose their preferred way:
    -Jetpack: consume fuel, it's the best but most expensive way to build
    -Scaffolding: similar to the "scaffold" block in tekkit minecraft (not sure what was the mod), there's a scaffold element in DU. It's very cheap and reusable, easy to place and remove (and maybe you can climb it like a ladder). Doesn't offer the same mobility of the jetpack but it's cheaper
    -Grappling hook: i'm not sure it's possible with the Du engine (I'd guess it is), but if it is, then you have to add it to the game. It's always a lot of fun and people love it.
    -more
    Then, in the "skill tree" where you can specialize yourself, you can actually improve pros and cons of those methods. A specialized builder may have a very low fuel consumption on the jetpack, and be very fast, while a newbie builder (or any guy with a different specialization), may find more convenient to use scaffolding or a grappling hook as a cheaper method.
     
  23. Like
    Shynras got a reaction from gyurka66 in Motherships with the possibility of carrying smaller ships around   
    To carry a construct you just need a way to stick a construct on another, and it's planned. 
  24. Like
    Shynras got a reaction from El_Nadie in Planets running out of resources?   
    Resources don't regenerate.
     
    Let's define:
    -LLR (low level resources): common in large quantities
    -HLR (High level resources): rare in small quantities
    -P1 starting planet, Px other planets
     
    1)HLR on P1 run out before LLR (consequence of game balance)
    2)Players move to Px for more HLR, and they'll mine LLR there too (for convenience)
    3)This means less people mining on P1 for LLR, so they'll take more time to run out
    4)The more time passes, the more the mining rate of LLR on P1 will go down (same for other planets)
     
    Now let's add a new variable: rarity R. With time, LLR on P1 are running out, so their R (rarity) will go from "common" to "rare". This means that it's not going to be convenient for a miner to look for rare LLR on P1 and no HLR, instead they'll go on a fresh planet where they can mine common LLR and rare HLR. 
     
    In conclusion:
    -Since all this scales with time, a planet will never run out of LLR unless a group of players tries to make that happen on purpose ( it would take a lot of time, considering planet surface and planet depth, and wouldn't even be profitable)
    -A planet can run out of HLR to a certain degree (maybe there's still a few pieces of materials somewhere hidden underground, but extremely rare)
    -New players will be able to mine LLR for a certain period of time from release, after that technology will be so advanced that they'll easily buy a basic ship from the market to fly on a different planet (or a different solution that devs will provide with expansions and patches after release). 
    -Chances are that after a certain period of time, the landscape will be partially destroyed like minecraft (or the real world). It may be uglier, but the game is player driven, so if you don't like it, just create an organization with the purpose of filling the holes (or conquer your private land). 
     
    Edit. I've seen on minecraft clans of players or servers with strict rules about digging holes without filling them, partially cutting trees, building 1x1 voxels towers, .... so an organization can easily do the same thing, and keep its territories pristine at least in appearence (the bigger the org the bigger the territory)
  25. Like
    Shynras got a reaction from Anaximander in Planets running out of resources?   
    Resources don't regenerate.
     
    Let's define:
    -LLR (low level resources): common in large quantities
    -HLR (High level resources): rare in small quantities
    -P1 starting planet, Px other planets
     
    1)HLR on P1 run out before LLR (consequence of game balance)
    2)Players move to Px for more HLR, and they'll mine LLR there too (for convenience)
    3)This means less people mining on P1 for LLR, so they'll take more time to run out
    4)The more time passes, the more the mining rate of LLR on P1 will go down (same for other planets)
     
    Now let's add a new variable: rarity R. With time, LLR on P1 are running out, so their R (rarity) will go from "common" to "rare". This means that it's not going to be convenient for a miner to look for rare LLR on P1 and no HLR, instead they'll go on a fresh planet where they can mine common LLR and rare HLR. 
     
    In conclusion:
    -Since all this scales with time, a planet will never run out of LLR unless a group of players tries to make that happen on purpose ( it would take a lot of time, considering planet surface and planet depth, and wouldn't even be profitable)
    -A planet can run out of HLR to a certain degree (maybe there's still a few pieces of materials somewhere hidden underground, but extremely rare)
    -New players will be able to mine LLR for a certain period of time from release, after that technology will be so advanced that they'll easily buy a basic ship from the market to fly on a different planet (or a different solution that devs will provide with expansions and patches after release). 
    -Chances are that after a certain period of time, the landscape will be partially destroyed like minecraft (or the real world). It may be uglier, but the game is player driven, so if you don't like it, just create an organization with the purpose of filling the holes (or conquer your private land). 
     
    Edit. I've seen on minecraft clans of players or servers with strict rules about digging holes without filling them, partially cutting trees, building 1x1 voxels towers, .... so an organization can easily do the same thing, and keep its territories pristine at least in appearence (the bigger the org the bigger the territory)
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