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Alpha Team Vanguard
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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 more crucial aspects of the game are no longer under construction. Random thoughts: - decorative have them sit in your houses or businesses, chatter, clean, do random or specific animations - vendor and more Have them serve as shopkeepers or traders where players can buy / sell, not just from a terminal. This can make player shops more ... diverse or lively, opposed to a bunch of terminals standing there - limited support functions The most controversial or perhaps initially ruled out, fill roles on a ship, maybe not necesasrily relating to active combat but maybe repairs or managing systems. But this is for the far future, if at all. - classic NPC roles from other games (PVE) Populate the universe with certain NPCs who patrol, possibly have limited settlements somewhere as factions that can be wiped (or rebuilt?) by players or themselves and of course pirates in some areas, who attack anything. Since this is tied to a certain work effort development wise and was ruled out (afaik) due to the concept and pitch of the game, it's unlikely. But not necessarily ruled out for eternity, maybe it might change years down the line and it's simply thrown in here for the sake of completion. Just saying it might make some areas feel or be populated. We don't have to expect huge simulated growing and dying NPC factions by no means, but a few fluff trade ships or patrols around Alioth and towards the moons and planets and then maybe some pirates in fringe regions would not hurt anyone ... game concept wise I mean. Roughly think of EvE Online.
  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'd say. However, do not get me wrong. I am certain you can do your own thing even if that thing, whatever it may be, may be easier to obtain or do in a (big) group. Especially designing, among other activities, may be a good niche or way to do things with fewer people or alone. What I want to say is you can likely do a lot alone. Just expect that to be easier in a larger group. But you can be your own master. I don't think you necessarily need to join big groups or know Lua scripting language; but utilizing those may help in some situations. Remember, if you can't do it you can always ask or hire someone who can. Hope it helps a bit, even if I mostly mentioned universal things.
  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 offer something for our members. If you ask me personally, I believe this is something we can offer as unique aspect and somewhat compete with certain other organizations. We don't mind both "active" and "passive" roleplayers; if you're interested we can talk about expectations and wishes further in a relaxed conversation. What we expect is simply the interest to invest some time and see through challenges. If you run at the first sight of trouble or problems, are not "crisis-resistant" at all or just want safety in numbers then this may not be the place for you. But the good news is that you'll surely find an organization for your needs, if it's not ours. If you're a creator, we got plenty of work to empower you.
  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 interesting in the DU setting than not having that at all. I realize it's more work to design the creatures or whatever it may be, and then work to implement AI. But assuming it's not terribly impossible or hard in the given framework and assuming it is later possible because resources are freed up, it should be considered by the devs. I'm not talking about humanoid NPCs now, but creatures that may have developed on some worlds that would logically allow it. I wouldn't mind some humanoid NPCs either to simulate some of the background factions in DU or people from other Ark ships, though. TL;DR: I understand, it is no secret that the focus for DU appears to be on players, less so much on NPCs or even a potential "PVE" NPCs would bring. Then again, I would welcome certain critters and whatnot to spice things up on some planets. Having those doesn't hurt PVPers or anyone who doesn't mind an absence of NPCs or creatures. I'd say at the bottom line and on an abstract level, more people benefit or enjoy such potential adversaries than not having them. The only practical obstacle I see is the effort and time required to implement those things in the game, next to a potential "vision". I'd assume that eventually a point would come where core mechanics are in and where the devs can focus on other aspects, such as more content for players. And maybe even PVE content. You can leave out more complex adversaries like other humans (as NPCs). But creatures or other life forms might be nice.
  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 entertaining compared to having a few creatures or animals. All other sandbox games from Eve to Minecraft, Conan Exiles, etc had some sort of NPC set or array. To spice things up. I currently believe that only a large player base could compensate for this. Recap, not minding limited time, resources or prioritization: with some NPCs you'd likely please more (potential) players compared to not having either. I also don't mean to imply "drop every thing and work on NPCs like creatures". Simply consider that various, even if rarer, NPCs can spice things up. Perhaps way later this topic can be revisited or considered by the devs when critical parts of the game are done.
  11. 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.
  12. 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
  13. 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 that side is strictly or primarily PvP or not. My point in all of this is: you can add mechanics that encourage non-PvP or make it possible in the first place somewhere. But that's not a 100% in my eyes, the rest depends on the people and their various acceptances or views and expectations. Or in short, especially but not solely for non-PvPers: game even more enjoyable if you accept other side, assuming you are or were opposing it.
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