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Warden

Alpha Team Vanguard
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Everything posted by Warden

  1. But those can be "hacked", too
  2. Of course, at the end of the day, different preferences or ideologies on how some things should be clash with each other. I think neither is really wrong. Some like pizza more than spaghetti, yadda yadda. Some are more into competition and PVP, others rather want to create, take part in logistics, design things, etc, without much war. Some are somewhere in-between. Both or many things are fine (to me anyway). While often examples can be exaggerated to prove a point, I think what some people who are rather advocating for PVP mean is that you cannot rely on "safe spaces" once you leave hardcoded safe areas, and from what I got even TCUs are nothing that will last forever without the right care or maintenance. The gist is that at the end of the day, once you leave an area that protects you through certain measures, hard or soft, you'll potentially be on your own or at the mercy of others. Pick whatever preference you may like, but always keep in mind some areas (or times) are not safe, with the potential to be attacked. Or perhaps in other words: Some who like PVP or competition and aggressive action might consider some who don't carebears or in the wrong place. Some labelled potential "carebears" or say those who dislike PVP label the other side warmongers or similar. Those are two exaggerations that some people may represent, but at the end of the day, the "truth" or factual representation might lie somewhere in between. Still, one has to expect to end up in "non-consentual agressive action" once they enter certain areas. That's part of the game depending on where you go.
  3. I like this post because it shows a certain progression (of mentality or mindset) or the difference between two worlds. But at the end of day, you (individually) either adapt or don't. But don' t complain to racers that racing is (too fast for) you if you know what I mean. I am not for complete anarchy before anyone gets me wrong but if seemingly unexplained aggression towards you incl. death makes you go nuts, competitive sandbox games might not be your cup of tea. You died, no matter the reason the killing party may have had. Deal with it Get over it. It's part of the game. I am not saying it should happen all the time (hence safe or controlled zones and player order in some areas) but it can happen. In the end, complaining about it out of an emotional response is mostly a waste of time I think, if it is a generalized complaint, that is. To me it would be like complaining about things being (too) fast in a racing game or violence in shooters. Bit alas, that is just my view on this. I think even those who do not primarily look for fights can find their place and help from others and shrug off potential deaths and losses.
  4. Not really have heard of it or cannot remember it as old Beta player. I actually often think of a different also kinda long lasting example: the civ(ilization)craft servers that kinda seem close to the ideas and intended game play of Dual Universe. You also had player Empires and certain rules. You could even imprison players "for a while" - in another dimension. Awesome!
  5. Others can see you and you can later likely see yourself in the inventory and or some character (skill or overview) sheet. In a game where you can potentially create large new player factions and civilizations, where you can have great leeway in building and ship design and where emergent game play is the holy cow, you don't really want most to look the same. Or in other words, more character and outfit customization in both gear and looks is nothing to underestimate and more options attract and bind more players. For groups, unique combinations of armor or custom designs and insignia add to a group identity, too. Also allows you to come up with more uniforms so you can tell what guy is the captain, maintenance, a medic, someone working in a store, a cop, soldier, etc. And some just generally want a diverse set of clothing. They surely have more pressing matters now and for a while but should not neglect the matter in the long run.
  6. Time for a little revival. Instead of posting it in the other thread, continuing it here might be better given the content. Also edited the op to include that topic. Mostly referring to the lower part. Not everyone can or wants to lead anyway. Both in terms of character and of course quantity. My rough stance I used to tell starting organizations in another forum would be: Trying to start your own organization (from scratch) with little support is not an easy thing. You'll have to invest time either way if it is to be more than just a few friends playing together, if you intend to recruit new people and grow business contacts. You'll also face the competition of many other organizations at least indirectly on an abstract level, because they also want to recruit people you could recruit. Only do this if you are serious about it, if you have unique aspects for your organization and / or a history. Something (or several things) to ensure at least remote mid- to long-term success. Otherwise, don't bother if you don't have to make one and instead join an existing one. Chances are you'll have less stress and a better time, and so will the organization you join as it would be a +1. You don't always have to try to invent the wheel anew. And if all other things fail after starting your own, you can still join an existing one then. What does the DU community think about that topic? What is your stance?
  7. As Lethys said (and given the context of my post you quoted, that in turn quoted a different post that might give it the proper context): Game "rules" don't automatically equal or touch upon all sorts of values or aspects of "reality" as many like to dub it. If you happen to get a super resistant disease or if your job gets replaced or made obsolete (for humans) due to technological advances, that is one thing and somewhat dependent on a higher power that you may not be able to influence or control much or at all. If you start an organization in a game, that's a lot more of control and thus responsibility or blame to bear if things go south due to your own (bad?) decisions that could maybe have been avoided already with sufficient foresight. What I mean is simple: If you try to invent the wheel anew, or, more specifically, try to open up another burger shop while there is 3 others within 500 meters, one should not wonder about a lack of progress or profit, if you get what I mean. More specifically, if people open up organizations here that by style, design and content are already plentiful and / or they are so by in-game location or if organization leaders are simply inept because of being rather unstable, emotional, lashing out and so on, that's simply tough luck. And given the large influx of organizations to be expected, I must also admit that I could not care less. Not because I want to be cocky or uncaring, but because that is the way things go. On a game level, that is - before anyone thinks of real life examples that are surely more dire than losing time in some online game due to bad moves.
  8. That are, again good points. While I only played EvE briefly and don't like some of the terms or mindsets (or let's say, I never played it enough to really get into and thus used to them, nor some of the advanced mechanics), you have to take some things for what they are: Universal. I'm certain DU will establish its own 'culture' and terms while those who might try to copy over hard EvE terms might get odd looks if those terms can't be applied that well, but in the end some things are simply universal. Simply change the terms, same principle however. And group-think will be a thing in a game where you can potentially lose your complete in-game wealth and thus existence, kinda. Property binds you and here you can lose it all so you'll likely, eventually, seek safety in group affiliation and / or larger numbers. DayZ is another good example on a different scale I like to think. You could possibly open up a social study about the behavior of people who may or may not lose everything due to trying to interact with strangers. It's why there always was a certain KOS mentality among some people. "Oh no, another person / group? They could try to overcome us, steal from us, kill us! Better be the first ones to shoot!" - even though someone was just looking for something else or passing through the area. Just because someone could be a threat makes them a relative or definite threat in the eyes of some. "And if you're not with us..." Let's wait and see, but if DU doesn't fail and reaches a stable working "main release" at one point, as intended and advertised, then we get to see many interesting things in the community and in the behavior of players. You'll just have to wait for many "iconic" forum threads and reddit posts about it.
  9. Warden

    In-game voice.

    An advanced local and ranged system would be interesting. Another example could be Dayz that hits Beta soon. Also saw them mention not just PA systems for towns you could operate (and maintain) but also radio backpacks for longer transmission ranges. So far in that game you only really have limited hand held radios that have about half a dozen different frequencies. Might be interesting to have a similar radio (and then long range) transmission system with a more modern GUI of course. Who knows what local radio waves you might stumble across as you explore in DU? From a looping automated SOS to some faraway DJ station... And then you would have local voice chat of course with different settings like whisper, normal, yell as described above. Not just having unlimited in game transmission ranges from the start also sounds interesting. You might have to build comm sats or dishes, or radio towers first if you want to broadcast signals others could pick up further away. This would lead to new interesting gameplay opportunities.
  10. Update: Since the idea at its core was so far realized and "kickstarted" by an organization, this will move into the background ("Pending") or can be considered "fulfilled" so far. Reference: This here will remain for potential alternatives in terms of style, design or structure (e.g. Rhineland state from Freelancer game) should the need ever arise, by the simple formula of supply and demand: If people have a demand for it, they should get on it to make it a reality. If you don't want to create something new or different, join what's already there
  11. I'd simply call this natural selection on an organizational level. If you try to establish a bad business due to ideas or you lacking the right skills, you will likely lose. Same idea here. You survive somehow or you fail.
  12. It's like: first IGN says "NMS-like", now "Fox news radio". In all seriousness though, I think this only can help to get the game out there and known to folks.
  13. That, too, of course. But I suppose some people look for "security on paper" if you know what I mean. Heck, I probably have (indirect) friends I don't even know about yet and just because I know certain people - or at least not have terribly bad reputations or interactions with them. Some other person (I mean, not just him, but to refer to him now) said material value or money isn't even that important in many situations. Social currency - the people you know and that help you if it comes down to it - that can be even more powerful. Of course, that also means a bad reputation can be anything but helpful in your endeavours on the other hand.
  14. I suppose time will tell, in the end.
  15. In my book - but then again I cannot look into your head, OP, and only try to assess things from my own subjective view and then your posts so far - it seems you put yourself under more stress than needed. "So little time, so much to do" We barely started pre-Alpha and there is still a lot to implement and tweak for the game. I'd honestly worry once we reach early or mid-Beta. But then again I pretty much sit on infrastructure (not in-game yet of course), contacts and so on so I can rather relax a bit, even if mentally. Of course, this is always an on-going process, but once you built yourself a foundation, you can rest easier. Perhaps if you want to kick start your ideas it's best to be specific about them here because: is not so specific. Now unless you want to keep this thread general: What is your group idea? What is the name or, if not set yet, what are the intended names? What are your goals for the group and are there goals going beyond that group? Do you have infrastructure (external website, etc) yet? Might as well promote the group and your goals here to attract potential clients, buyers, etc.
  16. Frankly, I consider this as part of emergent gameplay and putting more meaningful existence into some sort of "end-game" by dragging out things a bit. Making it easy won't feel like an accomplishment. Then it's a question of doing it alone compared to a collaborative effort. I get that being stuck there for months could turn away players. But effort for a few weeks (as loner, again, without help from others or without a group effort) I consider to be acceptable so far. A struggle must exist on some level and people should perhaps then reconsider or ask themselves when they want or should go for a collaborative effort instead of trying to do it alone if they want something done faster. In addition it won't become that bad anyway. You always have to consider that those who already went there can come back and take anyone with them, so you won't be stuck down there for months unless you want to be stuck there. Besides, if the planet will be large enough there will be plenty of opportunities down there initially and then even later. I'd rather worry about claiming one tile or two on the planet than racing into space initially.
  17. If these comments annoy you, you might as well reply to some of them in such a fashion that it "downscales" their argument in whatever constructive fashion that may be. People fear this will be like NMS? Tell them it's hardly comparable, anything but NMS, more like EvE, etc. Rather compare it to EvE than NMS at least because that is more fitting or closer. It gives people more positive or neutral vibes compared to NMS. Side effect: You help promote the game and take away some fears the silent readers could generate.
  18. Interesting trailer. Sometimes, fighting (providing a different opinion in public or tackling 'fake news' or false information) seems like a waste of time. But sometimes, it is also a response that will help public perception. I'd always consider if replying to at least a few comments might make sense or help. This goes to all who read this, not just the one I quoted of course. Of course I'm not saying "be a white knight" or "fanboy" and go on a social media crusade if there are opposing views. Not everyone has to like everything. But if it's wrong information or a big exaggeration, leaving a mostly constructive comment can sometimes help. Just saying.
  19. Implementing basic biome types with basic effects shouldn't be wizardry in general. Whether it will be technically possible without causing major instability or performance impacts here, is another question, that is. I see this as part of space games that have any sorts of exploration component and sandbox elements.
  20. Warden

    DU Memes

    It's kinda stupid and cheap - but I chuckled a bit, on the other hand. Lyrics (reworked; compare with Original if you want to or enhance it further :D) Oh, my, God Lethys, look at her pledge It is so big, she looks like One of those rich Quanta guys' girlfriends But, ya know, who understands those backer guys? They only talk to her, because, She looks like a total gamer girl, 'kay? I mean, her pledge, is just so big I can't believe it's just so large, it's like out there I mean gross, look She's just so, Kyrium I like big pledges and I can not lie You other players can't deny That when a user walks in with an itty bitty pledge And a poor voxel thing in your face You get sprung, want to pull up tough 'Cause you notice that construct was stuffed Deep in the building she's tearing I'm hooked and I can't stop staring Oh baby, I want to get wit'cha And share my pre-alpha picture My orgboys tried to warn me But with that early access you got makes (me so horny) Ooh, Rump-o'-smooth-DAC You say you want to get in my ship? Well, use me, use me 'Cause you ain't that average groupie I've seen her buildin' motivation' To hell with formal organization invitation' She's sweat, wet, Got it goin' like a turbo 'Vette I'm tired of online magazines Sayin' flat voxels are the thing Take the average sandbox man and ask him that She gotta pack much inventory in her back So, Arkers (Yeah) Arkers (Yeah) Has your.... Okay, at this point it became too silly to continue. Your move, community.
  21. Given that I do not constantly follow every statement, I'm currently not sure what the official (and then internal) stance on such voice communications is: People in the community so far would like to have it (for obvious and helpful reasons) but not just few stated they'd rather have NQ work on core mechanics, server tech and other pressing matters first before they should start seriously pondering the implementation of that. In addition I'm not development nor tech expert in that regard, but at the very least it adds some additional server strain and calculations. How that can be mitigated or compensated or made in such a fashion that it doesn't interfere with stability, I'm not sure. But the more extensive you want it to be (beyond local transmission), the more work you have to put into it. For example, your spaceport idea requires you to be able to transmit an audio signal to a specific recipient while many others try the same. Obviously just having all people in that area transmit it locally will distort and overload everyone's perception if you were able to hear it all at once, whether actually local or transmitted locally as radio signal. And then, you maybe have to add an appropriate GUI and accompanying mechanics to allow more detailed target selection if there are many players in the area, and so on. As you can see, your specific scenario already raises at least a few questions about implementation or execution. I'm all for it. Whether it can be done until or after release, all I hope for that it is technically possible and, if so, that NQ is later willing to implement this. At least a basic local voice comms system that you can scale (set distance within max radius dynamically). This could, if post-release, be paid through the money generated by subs. If nothing else helps, make some sort of "kickstarter thing" for it where people can fund this.
  22. "Dual Vegas Universe" Hm, I am getting some ideas there.
  23. The "(destroy) because we can" faction should keep consequences of their actions in mind though. Emergent game play works in all directions after all. I mean just because you can doesn't automatically mean that you should. Seen it often in Minecraft where pissing off the wrong faction got you stomped into the ground. We did that a few times ourselves with people displaying random unprovoked aggression towards us. You can apply the same principle to any sandbox game with competitive elements and reality as it is universal. If you just act on impulses or generally take certain gambles or risks, expect to get burned or worse eventually. Of course, sometimes you may win, but it's about survival in the long run, isn't it? No use winning a few battles if you lose the war and perish as group or larger faction.
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