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Alpha Team Vanguard
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About Warden

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    Novark Citizen

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    Sapphire Founder
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  1. Ask yourself this: How do you win in life? Highly subjective.
  2. Why not "Cussypats"? I still favor sandbox games over themepark MMO(RPG)s. Immersion and gameplay wise sandbox games were usually more fun for me and allowed more creative freedoms than your average MMO(RPG). Mostly or also because the world is dynamic and grows with player events or politics, opposed to always living in a relatively static world.
  3. In the long run I still see no issue in having NPCs of some sort. Before anyone rams their fist on the table and yells BUT SINGLE SHARD PLAYER DRIVEN [...] (I get that, been here long enough :D), I don't necessarily mean like in Star Citizen for example, where they actively plan NPCs not just to populate the verse and as friends foes and bystanders, and I don't mean like crew you can hire for your ships including turrets, repairs, etc. I rather mean some kind of decorative function perhaps or really limited tasks. Of course a lot would have to be revised and considered later once m
  4. Interesting idea, especially with a more practical focus. Potentially interested in assisting in the short or long run.
  5. Greetings. Do you already have more specific plans? Hey, might never hurt to plan ahead if you find the time.
  6. I'm not quite sure how to best tackle some of the questions beyond a simple "depends", but I think a good comparison is real life. Can you do well or accomplish things alone or with a small group? Under the right conditions, with luck, skill, etc. yes. Certainly. But can you alone against an international, huge corporation or a government on your own? Let's say you do activity or have skill X. Would you easily if not at all be able to compete against a group doing the same? Certain activities will always be more rewarded or easier in a collective effort. Universal law I
  7. Life has kept us busy, but as time keeps going, so do goals and dreams, and we're still interested in expanding. While many changes still have to be applied and while it may take some time due to delays, on that note it should be noted that those who have a (diverse) roleplaying background (soft or moderate, even heavy) are preferred due to a few abstract aspects. From our perspective it's simple: You don't have to be one. But if you had some experience or like aspects of it, chances are you'll fit in a bit better here as we want to cater to a certain immersion as we of
  8. Just like in MC you can add triggers that let them despawn (or not spawn) if certain objects are in the area. In MC it was light. No issue if you do it right.
  9. And fauna? I mean I'm just trying to imagine Conan Exiles, Minecraft etc. with no "critters" and similar at all. You could argue that it's not fully comparable because obviously, those worlds usually 1) rely on classic servers with limited player slots and 2) also intend to offer some sort of possible singleplayer or offline experience (not all, but many) So those might "need" it. While Dual Universe will aim for huge player numbers. I'd say "Yes, perhaps correct". I still think having environmental or local hazards such as fauna may be more
  10. For a long time I went with the notion that only players are fine. I do not recall everything, but that was the gist. Yet, now, I think it might be an issue, potentially, for many. If the game is sold as that, OK. But even so, that doesn't mean some couldn't not like the fact. Just like Fallout 76 did advertise it prior I think and in the end many disliked the empty-ish world. Do not get me wrong, you had NPC and AI in the game, just not any humanoid NPCs. But you had enemy and neutral AI. I feel or fear it might perhaps later feel empty-ish or not as entert
  11. Hello and welcome to this community!
  12. There should always be limits. Even if a game encourages "competition and creativity" on many levels, some things are universal and not necessarily bound to game mechanics. Like the "meta game". At the latest, there, some should see some limits eventually. But the thing is, different people define this differently.
  13. I think it's no biggie to not be able to jump in at this time but eventually and nearing relative completion, I think it becomes more and more beneficial. So, relax while you can
  14. A sort of supply chain and also being able to mostly (but perhaps, all in all, not completely) separate from PvP would help a lot. Since wars will eat up resources and since we have safe zones (full or contestable) I see the "two worlds" bridged. If many people with a focus on either side would stop seeing the devil in the other side (or sometimes be less vocal about it alternatively), more would get along. A relative Co-existence is possible, people just need to find their niches and realize that they occasionally or often may benefit from the "other side", whether tha
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