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Warden

Alpha Team Vanguard
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  1. Like
    Warden reacted to Kytheum in In-game voice.   
    I still don't think so, doesn't allow the information to move throughout the universe well enough, as well as align with points made by Warden. 
     
    I just updated the original post with some of the common criticisms and solutions to them. 
  2. Like
    Warden reacted to Razorwire in Sleep/Rest Mechanics   
    Then just stick a label on it, as in your two examples there.
    If I want to play 20 hours straight on a Saturday because I can't get on in the week due to work, why should I be punished? I shouldn't, is the answer.
     
    A warning on the initial load screen is enough. If an informed adult hurts themselves, that's on them; don't restrict my service because they might ignore the warning.
  3. Like
    Warden got a reaction from Lethys in Enterprise/Industry/Interplanetary free market system laws between nations?   
    1) Yes, it's possible - why wouldn't it, by default or on paper? However...
     
    2) (I made the relevant part in the quote bold) ... there can be no guarantee that your services and products will find clients, customers, etc. You get the picture. And that's fine in a player run economy. Another one's loss is another man's profit, or something like that.
     
    There should be no guarantee, at least not any "coded in" form of some guarantee. It should solely depend on how you market something and who (and how) you approach. And then timing maybe.
     
    Certain risks should simply be there. If another was there earlier and got the relevant contacts, especially in some niche market, then you might have a bad time. Adapt or change course completely. There will be enough competition later on, surely with hundreds (if not many more) of player orgs, but in some areas, there might just be a few. Who really can tell at this time? But at the end of the day, one thing is certain: If you found an organization and want to offer certain services or products, there's always some economic risk. Someone could be faster, better, bigger than you or there may simply not be enough demand in whatever you intend to offer. That's (market) life.
     
    But if it motivates you: We might find a use for certain ships later and do not intend to produce everything ourselves or at least not design everything ourselves. If you want to throw out offers or are interested in hearing a bit, send me a PM. If my inbox is miraculously full (again) by the time (if) you send one, mention it here and I'll make some space.
  4. Like
    Warden got a reaction from Ben Fargo in Enterprise/Industry/Interplanetary free market system laws between nations?   
    1) Yes, it's possible - why wouldn't it, by default or on paper? However...
     
    2) (I made the relevant part in the quote bold) ... there can be no guarantee that your services and products will find clients, customers, etc. You get the picture. And that's fine in a player run economy. Another one's loss is another man's profit, or something like that.
     
    There should be no guarantee, at least not any "coded in" form of some guarantee. It should solely depend on how you market something and who (and how) you approach. And then timing maybe.
     
    Certain risks should simply be there. If another was there earlier and got the relevant contacts, especially in some niche market, then you might have a bad time. Adapt or change course completely. There will be enough competition later on, surely with hundreds (if not many more) of player orgs, but in some areas, there might just be a few. Who really can tell at this time? But at the end of the day, one thing is certain: If you found an organization and want to offer certain services or products, there's always some economic risk. Someone could be faster, better, bigger than you or there may simply not be enough demand in whatever you intend to offer. That's (market) life.
     
    But if it motivates you: We might find a use for certain ships later and do not intend to produce everything ourselves or at least not design everything ourselves. If you want to throw out offers or are interested in hearing a bit, send me a PM. If my inbox is miraculously full (again) by the time (if) you send one, mention it here and I'll make some space.
  5. Like
    Warden got a reaction from Vyz Ejstu in Enterprise/Industry/Interplanetary free market system laws between nations?   
    1) Yes, it's possible - why wouldn't it, by default or on paper? However...
     
    2) (I made the relevant part in the quote bold) ... there can be no guarantee that your services and products will find clients, customers, etc. You get the picture. And that's fine in a player run economy. Another one's loss is another man's profit, or something like that.
     
    There should be no guarantee, at least not any "coded in" form of some guarantee. It should solely depend on how you market something and who (and how) you approach. And then timing maybe.
     
    Certain risks should simply be there. If another was there earlier and got the relevant contacts, especially in some niche market, then you might have a bad time. Adapt or change course completely. There will be enough competition later on, surely with hundreds (if not many more) of player orgs, but in some areas, there might just be a few. Who really can tell at this time? But at the end of the day, one thing is certain: If you found an organization and want to offer certain services or products, there's always some economic risk. Someone could be faster, better, bigger than you or there may simply not be enough demand in whatever you intend to offer. That's (market) life.
     
    But if it motivates you: We might find a use for certain ships later and do not intend to produce everything ourselves or at least not design everything ourselves. If you want to throw out offers or are interested in hearing a bit, send me a PM. If my inbox is miraculously full (again) by the time (if) you send one, mention it here and I'll make some space.
  6. Like
    Warden got a reaction from Lethys in Sleep/Rest Mechanics   
    I'm always a friend and vocal supporter of survival or realism mechanics (in the case of DU specifically, making food items more relevant by needing them "on occasion" to avoid debuffs or starvation.)
     
    But in this case, despite the thought-out or detailed delivery, I seem to be against it so far and at its core. 
  7. Like
    Warden reacted to Kytheum in In-game voice.   
    I don't think the load is an issue in terms of communication, it can be P2P if needed. I absolutely think its needed when it comes down to the scope of this game.  As Warden states encounters are what will really bring the game to life and they must be developed to the full extent, a city cannot be alive unless there is suitable communication and a 3rd party service doesn't offer what is required, getting someone to log onto a 3rd party app and then join your server and all the steps required would simply take too long for it to be effective. A city cannot really operate unless information can flow through it, from hearing announcements, speeches, warnings, a local trader convincing you to buy something to a police officer asking for identification.
     
    Of course, this feature isn't required in the Alpha, Beta or even launch (although it would be nice), I would be happy to see it eventually become apart of the game. 
  8. Like
    Warden got a reaction from Kytheum in In-game voice.   
    Is it not one of the greatest contributions to game play versatility to be able to potentially speak to any player you suddenly encounter immediately? 
     
    No non-integrated third party software can provide this. Of course it takes time and resources, but the benefits will be there. 
  9. Like
    Warden got a reaction from Kytheum in In-game voice.   
    That is where quick mute or disable or other filtering options such as range limitations come in handy. Offer it and make it optional so no one could really complain but most could benefit at the same time depending on the situation. 
     
    It will be additional dev work no doubt, but if done right, it can also turn into a marketing aspect feature-wise and allow for more player interactions. 
  10. Like
    Warden got a reaction from Kytheum in In-game voice.   
    Well, I don't think I'm an EvE expert nor do I know how gameplay in DU will later be in many situations.
     
    But I think here it's hard to compare in a certain way. In EvE you are, in essence, a space ship. More or less. In DU it is rather first person based and you can detach from vehicles / constructs any time. The "scale" is different, you can meet people "face to face" in more situations that you'll likely encounter space ships in EvE very close to each other where you could use local comms, if you know what I mean.
     
    I think applying local comms in DU will be somewhat easier or more practical or useful if you can scale dynamically.
     
     
  11. Like
    Warden reacted to Vyz Ejstu in Heimera Trade Xchange   
    "The fourth poster for the Heimera Trade Xchange.
    What will your choice be, dear Novean?
     
     
    Spirits, Lavender or Onyx? 
     
    Take that Step.
    "
  12. Like
    Warden got a reaction from AzureSkye in survival mechanics?   
    It basically comes down to preference, not (solely) pros and cons if I think about it. On one end of the spectrum you have the "hardcore survival crowd" and on the other, the ones with a more casual or hassle-free mindset in that regard. 
     
    I doubt you can change many stances solely through debate (here). I think it kinda boils down to "how many are in favor, against or indifferent about it and what would NQ's state be about it. 
     
    I for one can only suggest a survival system where you have to eat maybe 1 to 2 times per real day. Or 3 maybe. By that I mean played time. A good balance can surely be found.
     
    But why am I in favor of it? 
     
    1) Challenges. This adds another layer to the game. As trivial as eating may sound, it adds logistics and planning and in some situations maybe reliance on others. 
     
    2) Jobs. Farming, industry and maybe a further options to use some stuff for chemicals and further refining. Or beer brewing. If food items are planned without survival, adding survival (to be precise, need to eat)  would make all those objects more useful beyond "fluff or buff". 
     
    3) Other stuff I can't think of right now and stay is not covered by 1 or 2
     
    The need to eat could open a whole new market and I think this is not too much to ask for if you have to use various items only a few times per day (real hours). 
  13. Like
    Warden got a reaction from dualism in In-game voice.   
    As I like to say, referring to your last sentence: Not just large organizations, but, really, ANY players with or without an organization (potentially anyway, some might be mute, but even then you can listen to others and benefit from it) for a simple reason:
     
    Encounters with strangers or people you know without being in third party software or by booting it up first being a hassle or improbable in that particular situation.
     
    Picture a market place where you are a trader and want to sell wares in the old fashioned way. You need (or want) to be there. Lots of foot traffic, people coming by and leaving all the time. Typing everything could be a hassle. Being able to speak in a limited radius with the option of further adjustments to radius, volume, etc would not just be vastly convenient, it would also increase immersion.
     
    Picture another setting: You clear an abandoned station or check on once you lost contact with or one that was attacked. You encounter random people in it. Being able to instantly (or quickly) communicate can perhaps change the outcome of encounters (think of DayZ and comparable games with VOIP where lack of quick communication can result in immediate combat that may not have happened otherwise).
     
    There are so many reasons for this and I can imagine many ways of compromises for the reluctant ones or critical arguments that may apply in some situations ("input overflow" of the senses if too many are in one spot and talking -> limiting talk range dynamically to make it feasible in high traffic areas for example, and so on) that I think the community - each player potentially - benefits more from having this than not having this at all.
     
    ----------------------------
     
    In other words, for me it's not a question of "Useful or not" any more. It is useful for me and I think most people who played games that may even heavily rely on VOIP and whatnot such as DayZ, ARMA (any title) and many more might largely agree. As for potentially bad constellations, compromises can be found, including a total mute of local voice comms if people desire this (whether as quick feature or by going into the options to lower the volume by hand).
     
    For me the only relevant question is: Can NQ implement this and will this run (well) with what the game envisions to be on a technical side of things? Or will it draw too many resources later, be wonky, not work properly as intended or can NQ simply not work on this any time soon (until and maybe after release) because of the work required to properly implement this?
     
    I'm not an expert. All I see is the benefits from the user or customer side of things and surely it may not be a walk in the park, especially if you add additional customization features such as range scaling and maybe even audio filters or radio communication. Additionally it's an additional - even if small - strain on resources I imagine.
     
     
    But if it can be done and gets implemented, all players can hugely benefit in many situations.
  14. Like
    Warden reacted to KurockNotabi in The Outpost called Zebra   
    Dual Universe State of Affairs - Pre-alpha (part 2) is now available on Outpost Zebra.
     
    Many thanks to all those involved in its creation, especially @Falstaf
  15. Like
    Warden reacted to MrShaw in Project Tortuga   
    Let's build Tortuga !
     

  16. Like
    Warden got a reaction from Kytheum in In-game voice.   
    As I like to say, referring to your last sentence: Not just large organizations, but, really, ANY players with or without an organization (potentially anyway, some might be mute, but even then you can listen to others and benefit from it) for a simple reason:
     
    Encounters with strangers or people you know without being in third party software or by booting it up first being a hassle or improbable in that particular situation.
     
    Picture a market place where you are a trader and want to sell wares in the old fashioned way. You need (or want) to be there. Lots of foot traffic, people coming by and leaving all the time. Typing everything could be a hassle. Being able to speak in a limited radius with the option of further adjustments to radius, volume, etc would not just be vastly convenient, it would also increase immersion.
     
    Picture another setting: You clear an abandoned station or check on once you lost contact with or one that was attacked. You encounter random people in it. Being able to instantly (or quickly) communicate can perhaps change the outcome of encounters (think of DayZ and comparable games with VOIP where lack of quick communication can result in immediate combat that may not have happened otherwise).
     
    There are so many reasons for this and I can imagine many ways of compromises for the reluctant ones or critical arguments that may apply in some situations ("input overflow" of the senses if too many are in one spot and talking -> limiting talk range dynamically to make it feasible in high traffic areas for example, and so on) that I think the community - each player potentially - benefits more from having this than not having this at all.
     
    ----------------------------
     
    In other words, for me it's not a question of "Useful or not" any more. It is useful for me and I think most people who played games that may even heavily rely on VOIP and whatnot such as DayZ, ARMA (any title) and many more might largely agree. As for potentially bad constellations, compromises can be found, including a total mute of local voice comms if people desire this (whether as quick feature or by going into the options to lower the volume by hand).
     
    For me the only relevant question is: Can NQ implement this and will this run (well) with what the game envisions to be on a technical side of things? Or will it draw too many resources later, be wonky, not work properly as intended or can NQ simply not work on this any time soon (until and maybe after release) because of the work required to properly implement this?
     
    I'm not an expert. All I see is the benefits from the user or customer side of things and surely it may not be a walk in the park, especially if you add additional customization features such as range scaling and maybe even audio filters or radio communication. Additionally it's an additional - even if small - strain on resources I imagine.
     
     
    But if it can be done and gets implemented, all players can hugely benefit in many situations.
  17. Like
    Warden got a reaction from Lethys in In-game voice.   
    As I like to say, referring to your last sentence: Not just large organizations, but, really, ANY players with or without an organization (potentially anyway, some might be mute, but even then you can listen to others and benefit from it) for a simple reason:
     
    Encounters with strangers or people you know without being in third party software or by booting it up first being a hassle or improbable in that particular situation.
     
    Picture a market place where you are a trader and want to sell wares in the old fashioned way. You need (or want) to be there. Lots of foot traffic, people coming by and leaving all the time. Typing everything could be a hassle. Being able to speak in a limited radius with the option of further adjustments to radius, volume, etc would not just be vastly convenient, it would also increase immersion.
     
    Picture another setting: You clear an abandoned station or check on once you lost contact with or one that was attacked. You encounter random people in it. Being able to instantly (or quickly) communicate can perhaps change the outcome of encounters (think of DayZ and comparable games with VOIP where lack of quick communication can result in immediate combat that may not have happened otherwise).
     
    There are so many reasons for this and I can imagine many ways of compromises for the reluctant ones or critical arguments that may apply in some situations ("input overflow" of the senses if too many are in one spot and talking -> limiting talk range dynamically to make it feasible in high traffic areas for example, and so on) that I think the community - each player potentially - benefits more from having this than not having this at all.
     
    ----------------------------
     
    In other words, for me it's not a question of "Useful or not" any more. It is useful for me and I think most people who played games that may even heavily rely on VOIP and whatnot such as DayZ, ARMA (any title) and many more might largely agree. As for potentially bad constellations, compromises can be found, including a total mute of local voice comms if people desire this (whether as quick feature or by going into the options to lower the volume by hand).
     
    For me the only relevant question is: Can NQ implement this and will this run (well) with what the game envisions to be on a technical side of things? Or will it draw too many resources later, be wonky, not work properly as intended or can NQ simply not work on this any time soon (until and maybe after release) because of the work required to properly implement this?
     
    I'm not an expert. All I see is the benefits from the user or customer side of things and surely it may not be a walk in the park, especially if you add additional customization features such as range scaling and maybe even audio filters or radio communication. Additionally it's an additional - even if small - strain on resources I imagine.
     
     
    But if it can be done and gets implemented, all players can hugely benefit in many situations.
  18. Like
    Warden reacted to Ben Fargo in Feedback - registration Novark   
    First, organizations are not limited to being the kind of guild or alliance found in most games.  In DU, an organization is a group of people of any size for any purpose, so the small companies you are inviting to your registry are organizations, just like the big unions and empires are.  For example, I belong to the Blue Moon Crew, which is a trade and transport company that currently includes three people, but it is an organization.  That means we do have a page in the community portal to promote ourselves.  When organizations are implemented in the game itself and not just in the portal, it will be possible for organizations to be members of other organizations.
     
    Since we already have the community portal page, I wonder the same thing that Kurock did.  What will be the advantages of being in this registry?
  19. Like
    Warden got a reaction from KurockNotabi in In-game voice.   
    As I like to say, referring to your last sentence: Not just large organizations, but, really, ANY players with or without an organization (potentially anyway, some might be mute, but even then you can listen to others and benefit from it) for a simple reason:
     
    Encounters with strangers or people you know without being in third party software or by booting it up first being a hassle or improbable in that particular situation.
     
    Picture a market place where you are a trader and want to sell wares in the old fashioned way. You need (or want) to be there. Lots of foot traffic, people coming by and leaving all the time. Typing everything could be a hassle. Being able to speak in a limited radius with the option of further adjustments to radius, volume, etc would not just be vastly convenient, it would also increase immersion.
     
    Picture another setting: You clear an abandoned station or check on once you lost contact with or one that was attacked. You encounter random people in it. Being able to instantly (or quickly) communicate can perhaps change the outcome of encounters (think of DayZ and comparable games with VOIP where lack of quick communication can result in immediate combat that may not have happened otherwise).
     
    There are so many reasons for this and I can imagine many ways of compromises for the reluctant ones or critical arguments that may apply in some situations ("input overflow" of the senses if too many are in one spot and talking -> limiting talk range dynamically to make it feasible in high traffic areas for example, and so on) that I think the community - each player potentially - benefits more from having this than not having this at all.
     
    ----------------------------
     
    In other words, for me it's not a question of "Useful or not" any more. It is useful for me and I think most people who played games that may even heavily rely on VOIP and whatnot such as DayZ, ARMA (any title) and many more might largely agree. As for potentially bad constellations, compromises can be found, including a total mute of local voice comms if people desire this (whether as quick feature or by going into the options to lower the volume by hand).
     
    For me the only relevant question is: Can NQ implement this and will this run (well) with what the game envisions to be on a technical side of things? Or will it draw too many resources later, be wonky, not work properly as intended or can NQ simply not work on this any time soon (until and maybe after release) because of the work required to properly implement this?
     
    I'm not an expert. All I see is the benefits from the user or customer side of things and surely it may not be a walk in the park, especially if you add additional customization features such as range scaling and maybe even audio filters or radio communication. Additionally it's an additional - even if small - strain on resources I imagine.
     
     
    But if it can be done and gets implemented, all players can hugely benefit in many situations.
  20. Like
    Warden got a reaction from GunDeva in Universal language: Beyond the emote   
    My ideal feature or idea about this is integrated voice communication - at least on a local level. This allows for better and faster communication with strangers - otherwise you would be limited to text (or 'emotes') and would have to invite them to whatever app or software you were using first. Not really viable in some or even many situations or sudden encounters.
     
    ----
     
    As for hovering chat bubbles, thinking about it more, I severely suggest those for the game later on, maybe with the further ability to tweak their size or formatting. Why? Simple: With the single shard environment in mind, and in addition to further urban hotspots, you might have to expect many players to be in areas of interest, like markets. Imagine trying to read everything in one chat window alone - you may not be able to keep up without inviting people into groups and whatnot.
     
    Bubbles (in addition to being able to how far you can "hear" or in turn speak, at least a bit) seem necessary. I remember them from SWG (Star Wars Galaxies) and it was really useful already once just a dozen people were in a room. You could stand in some corner and solely focus on the bubbles. In other MMORPGs being in hotspots was a nightmare, you had to keenly watch chat and often scroll to make sure you did not miss anything, and once "posting rate" becomes too high, it's basically no longer possible to keep up at one point without bubbles or your own channel.
     
    I would not mind some context menu in addition to having a wide array of "emotes" - especially for the RP crowd in mind. Should the devs eventually focus on emotes, I kindly suggest to also add a few stances that are "lopping", such as standing around, arms crossed, sitting, leaning, doing sit or push-ups (looped), saluting (short and then looped) and much more. This should not be underestimated as this "emote diversification" isn't solely for a "small crowd of RPers" who might use them more. It also helps content creators in showing or creating better things such as posters or movies about the game or out of it. The more, the merrier.
     
    ----
     
    In short, the more you invest into communication from the game (dev) side, the easier players will be able to communicate and also organize later on. While it may be more work compared to what other games offer, I think it is worth it. At least, worth a look and serious consideration. It will be a huge world after all and the more options you have in limiting or expanding communication while being able to chose different channels for appropriate situations and with different ranges and so on, the better it will be for the player in the long run.
  21. Like
    Warden reacted to KurockNotabi in Feedback - registration Novark   
    This is an interesting idea. Though it is not entirely clear what the benefits are for being registered. Advertising? If so where? (besides here). How is this different than for the company (organisation) to make its own advertising post. Will these be tallied and put in a handy webpage or app somewhere?
     
    This is not to disparage the idea. These kind of initiatives should be encouraged, but a little more clarification to the intent behind the registry would be nice.
     
     
  22. Like
    Warden reacted to MrShaw in BOO - Band of Outlaws Recruitment   
    Run TU, Ruuuuuuun !!!
     

  23. Like
    Warden got a reaction from Vyz Ejstu in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]   
    Time to break the silence.
     
    What better way to do so with music? Here's another "fluff" (or background) theme to underline a certain style. It's a s l o w, even somewhat repetitive piece; but a strong futuristic one nevertheless. Music is from "The Synthetic Dream Foundation" (The one eyed maiden).
     
    The focus is on audio and the footlage loops mostly, minus the beginning and the little "Thanks" at the end, but we nevertheless hope you like it and may find inspiration in the music and the things to come in Dual Universe.
     
     
     
  24. Like
    Warden got a reaction from Underhand Aerial in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]   
    Time to break the silence.
     
    What better way to do so with music? Here's another "fluff" (or background) theme to underline a certain style. It's a s l o w, even somewhat repetitive piece; but a strong futuristic one nevertheless. Music is from "The Synthetic Dream Foundation" (The one eyed maiden).
     
    The focus is on audio and the footlage loops mostly, minus the beginning and the little "Thanks" at the end, but we nevertheless hope you like it and may find inspiration in the music and the things to come in Dual Universe.
     
     
     
  25. Like
    Warden got a reaction from huschhusch in consequences of non-regenerating planets and ressources   
    Maybe, for some (or sometimes), the only way to really get something done. Without friends, allies, partners, you'll be limited and maybe specific ideas might never be "born" or get somewhere.
     
    You may not need others to come up with ideas - but you might need them to turn them into a reality.
     
    Also, cross promotion.
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