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Warden

Alpha Team Vanguard
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  1. Like
    Warden got a reaction from Astrophil in Aeonian Federation [Now Recruiting]   
    I must say, I've never been a fan of trailer-like player org promotion videos. Most of the time at least, I see game trailer footage that is "rehashed" and some music or a few text pieces are added. While one could say that's better than nothing, I am not really sure.
     
    But here comes the great but(t).
     
    That doesn't mean I dislike the whole idea, don't get me wrong. Even using game trailer footage is fine if "done right". Perhaps I'm simply "overfed" from seeing above-average use from remixed game trailer footage in another game (SC).
     
    And while this org trailer has the general "movie trailer theme" I must say it is very well done.
     
    I guess in the end the footage you used is simply fitting and right while the additional editing is good, too. Perhaps I can also relate a bit because I tried a similar thing once, but prefer more "minimalistic approaches".
     
     
    To summarize: I think people can do a lot wrong with the format you have chosen - you have done a lot if not everything right however. I also like the "symbolic footage approach" that I can relate to - it seems like a movie trailer now and that is a big plus for a player org to build some world around it via believable or symbolic footage.
  2. Like
    Warden reacted to Astrophil in Aeonian Federation [Now Recruiting]   
    The Cinderfall Syndicate is proud to reveal, after many hours of work, its own history. Please enjoy the visual experience prepared for you below:
     

  3. Like
    Warden got a reaction from Vyz Ejstu in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]   
    I would start before this: First pick the right alliance if you are not already in one. When in doubt, wait or filter more rather than going for the next best alliance you see, as picking one can define a long time. It better is a good or relatively good and sound choice then.
     
    Afterwards, there isn't really magic advice or a recipe for guaranteed success, as too many factors come into play including dynamic social human interaction.
     
    In the end it just has to "fit" or work somehow. It helps if people within this alliance have a general identity or similar ideas. If interaction is higher among the individual members, chances are people will be more motivated or effective rather than loose alliances where you only really start to call when you need cannon fodder.
     
    "Luck" also plays a large role. In the end you can plan all you want - while that may increase your chances or lower risks, in the end anything can still happen.
  4. Like
    Warden got a reaction from Vyz Ejstu in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]   
    Thanks for the feedback.
     
    But as I like to say: Multimedia isn't everything. As the first of us, many years ago, were roleplayers or influenced by it somehow, we eventually started putting the focus on certain videos, news reports etc. to add immersion. Or I did, rather. This included rather basic ads that I should actually throw in here later so you can compare with "back then <-> today". It also included basic briefing videos showing the AI. The tools were quite basic (movie maker...) but back then people liked it. The idea was to not just play a game in your limited or ample free time but to immerse yourself in it a bit more, and frankly, multimedia is probably one of the better options, if not the best.
     
    But to get back to my initial statement, multimedia isn't everything and we make sure to highlight where we currently stand to potential applicants, what they sign up for (now and later) and that multimedia isn't everything. This means that in the end, you can put on the nicest looking suit but your behaviour and input matters more than this beyond first impression.
     
    This should also allow for a more natural healthy growth. I'm no friend of simply trying to amass numbers no matter what. It boils down to the "quantity or quality" question to some extend. But regardless in the end we will just be one of many organizations and in turn concepts. We are in Star Citizen and if this game gets more interest and attracts more people, then it will be the same here. The main thing is that we have the right people by then to work on our goals as intended - and of course all who join us for this ride have fun along the way and experience something unique.
     
     
     
     
    We had one successful campaign in a modded Minecraft community already years ago. It had PvP but also an economy, player faction politics and more. And I can tell you it was one hell of a ride. I usually do not exaggerate like this but I really mean it. Perhaps the feeling of nostalgia and looking back amplifies the positive emotion, but there were really very notable and fun events in that time. This included a ten hour war against a major raider group where we had fierce ranged combat and it also included fighting a major uprising within just 26 hours or a day in essence.
     
    So to summarize everything said, in the end it's about going a little extra mile to try to deliver a fun experience to not just members but allies and partners as well ... and perhaps the occasional enemy, depending on how they take certain things.
     
    That raider group we fought for ten straight hours (5AM to 3 PM in my time with our alliance, in shifts basically) were fierce enemies then but after this we actually patted our shoulders. We agreed that no one wanted to have another massive ten hour war and became allies. We started making announcements or related videos about these events to further highlight how special they were.
     
    All who had this feeling know it's worth pursuing again and that's basically our motivation.
  5. Like
    Warden reacted to Astralator in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]   
    Damn. I take my hat off (If I was to own one). An amazing and professional looking effort for a game that is not even in beta. Do you have any spots left? : D

     

    The Idea of representing a corporation/guild/group organization with music as well as logos seems like something for a real world business (not meaning to be devaluing here) – don't see it often in this context.

    Although – I don't quite see how the feel of the theme fits with the impression the visual (logo) and description gives here... might just be me though. : )

  6. Like
    Warden got a reaction from Code24 in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]   
    If you know (or were / are into) roleplaying, perhaps you know the idea behind or popularity of "character themes".
     
    For some it is a measure of giving their characters ... well, more character. Or to underline a certain mood, as music (often) makes mood and evokes certain emotions. Or, some like certain underlying messages or lyrics within songs or music. But it is also relative. Here is an attempt at a "theme" with the lyrics rather than the music hinting at a potential backstory. I personally consider the music to be powerful regardless, but perhaps some dislike the genre or presentation.
     
    So to help us or in this case more specifically me assess whether we should proceed with themes in general and then perhaps the choice of music, let us know what you think. Your input helps.
     
    And perhaps this post encourages or motivates other users and organizations to come up with character or organization themes. Most organizations find a visual definition (via logos for example) - but do they find an audio one, too? Not so much.
     
     
    You be the judge.
     
     

     
     
     
  7. Like
    Warden got a reaction from Astrophil in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]   
    If you know (or were / are into) roleplaying, perhaps you know the idea behind or popularity of "character themes".
     
    For some it is a measure of giving their characters ... well, more character. Or to underline a certain mood, as music (often) makes mood and evokes certain emotions. Or, some like certain underlying messages or lyrics within songs or music. But it is also relative. Here is an attempt at a "theme" with the lyrics rather than the music hinting at a potential backstory. I personally consider the music to be powerful regardless, but perhaps some dislike the genre or presentation.
     
    So to help us or in this case more specifically me assess whether we should proceed with themes in general and then perhaps the choice of music, let us know what you think. Your input helps.
     
    And perhaps this post encourages or motivates other users and organizations to come up with character or organization themes. Most organizations find a visual definition (via logos for example) - but do they find an audio one, too? Not so much.
     
     
    You be the judge.
     
     

     
     
     
  8. Like
    Warden got a reaction from Kongou in "Universal" Government?   
    The lore or setting itself already hints at relative freedom. Earth with existing structures is no more or generally out of touch.
     
    You have various ark ships that start anew with various (player) factions and they all more or less start again at the same time.
     
    This means they all have to develop on their own. The rest is natural selection and luck.
     
    So unless the devs make one, it's all player dictated more or less.
  9. Like
    Warden got a reaction from DarkTemplar in How far can empires expand till they colapse and if there are possible ways to prevent such things in DUAL.   
    It's a bit like asking: "How long can I lift these weights? How can I prevent eventual exhaustion?"
     
    And the answer is: That depends. On you. And in the context of the topic many other things.
     
    In the end, it is natural selection and causality at work. You could also consider physics. What goes up eventually goes or comes down again. Larger player groups , depending on their structure and 'quality control' are often more fragile, but certain small groups could be just as well.
  10. Like
    Warden got a reaction from Kongou in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]   
    We have some multimedia additions planned for the near future. They will be added here once they are done.
     
    With this said, we also look for those interested in multimedia creation. You know how to craft logos or edit something into something greater, for example? You have experience with video editing? There is enough work to be done and very good results may net reasonable monetary rewards - but it shouldn't be the main motivation if we consider membership.
     
    Apart from this, those with some roleplaying experience are also more ideal candidates as we'd like to craft a more detailed background that fits into this particular setting.
     
    And last but not least we look for those interested in creating a news-style group that will cover various occurrences later on.
     
    Let us work together and create something that will last.
  11. Like
  12. Like
    Warden got a reaction from CyberCrunch in Create a new forum section for player factions and organizations   
    Less of a gameplay, more of a forum idea.
     
    We currently have both player and organization introductions in one category.
     
    I suggest that we (well, mods / admins that is) create a new category for player organizations, alliances, etc. This may be more useful sooner or later in my book and may eventually make finding them easier. It also looks a bit better.
     
    Of course the sooner this would be considered and implemented, the less work you have later on as you move threads over.
     
     
     
    If we assume people are for this idea, how could one execute it as we have threads in the category already?
     
    Perhaps users are allowed to move their own threads between categories. If that's not yet possible (I didn't try so far) or not intended then mods could move threads upon request. There aren't that many organizations yet so that should also not be too much of a hassle.
  13. Like
    Warden got a reaction from Anaximander in DevBlog - Organizations: build your corporation, faction, nation or empire!   
    Even the player is player driven!
  14. Like
    Warden got a reaction from Halo381 in Politics in this game and how will it affect the player   
    When being forced to decide what rough 'type' organization (nation, clan, cult, company etc.) to create I considered the same aspects. And honestly, unless you are or plan to become bigger I wouldn't automatically aim for a nation or government type of org because you have more to cover on paper.
     
    While it seems lucrative to have that, I'm quite happy to have picked a Corporation or private entity on purpose because interaction with other groups becomes way easier (to me anyway). And if need be you can still "upgrade" to a nation.
     
    I like to point out that the Helghan from the Killzone universe actually were a corp wit the same name and became a nation or empire so to speak. I don't see the same flexibility the other way around (gov to corp) while keeping it consistent.
     
    Regardless of my preferences I wish all (or most, not you space terrorists) luck in their endeavors.
  15. Like
    Warden got a reaction from Pantydraco in Full PvP or allow player-created PvE zones? (outside of Ark)   
    One can argue in favor or against them endlessly, I suppose.
     
    I'm generally in favor of some kind of safe zone or similar mechanic to protect various areas. It doesn't even have to hinder PVP, it could complement it (compare to Minecraft Faction Plugin and how player factions worked there for example).
     
    Doesn't mean you can magically protect everything and just pick the easy way out, but I feel some level of being able to utilize safe or protected zone allows creations to last more and perhaps to serve as possible new trade hubs where players of all (virtual) walks of life can meet and engage without clubbing their heads in.
     
    Some may argue that only that should persist what players can actively manage but this automatically excludes a majority of factions or at least a lot due to lack of manpower. Even moderate groups may have trouble if the enemy can just wait and "raid the city at night when no one is there" - lame. "But defenses"... that would resort in turret spam or similar all over.
     
    I get that there should be certain risks involved, but at the same time there should be some incentive to create, not purely destroy. If you put a lot of effort into trying to make some city over weeks and within a day a bunch of random people destroys it or significantly damages it so that weeks are lost, chances are you won't try the same again.
     
    I'm sure there is some middle grounds. How? That is the biggest question. It could be tied to certain factions or areas in space, it could be tied to faction (man)power, or perhaps to certain technology you have to obtain.
  16. Like
    Warden reacted to KlatuSatori in Territory Claim Unit function suggestion   
    Yes. There is a devblog on territories with a dedicated thread. I think it's in the gameplay mechanics forum. I'd link it but I'm on my phone atm which makes it difficult.
  17. Like
    Warden got a reaction from Asimos in Food, Sleep, Logout location etc.   
    I'm still generally in favor. If I look at Minecraft (correct me but I think it wasn't specifically advertised as 'survival game' but it had a survival mode nonetheless with food consumption) that is a good example where the whole "You have to eat once in a while" played a not so small factor in gameplay. It was more fun and challenging.
     
    Especially on some civilization-like servers you had to find food first or go to major cities that had public farming areas or food boxes to get by. You had to consider this as you built your hideout or organization base. If we consider this but notable slow down food consumption, I really see no hassle for DU if you indeed have to eat once in a while where "once in a while" would be every few real life hours or a bit less.
     
    For me that seems perfectly acceptable and it all makes sense if food items are playing a role beyond just body health but medicine etc, as Cadavus mentioned.
     
    Of course others are against it for whatever reason, but in the end you can argue back and forth or repeat yourself. What is a relative fact is that you can find arguments in favor and against survival mechanics (not just food). Over time and after many discussion threads, these pros and cons should be relatively known.
     
    If there is no clear obvious community trend, I say let the developers decide in what direction they want to take their game. The rest is a question of prolonged feedback and tweaking.
  18. Like
    Warden got a reaction from yamamushi in Food and Water   
    I can ironically only really see player restaurants etc work if, next to good customizable interior design and gadgets like local music (jukebox etc) food is required.If I didn't have to eat I wouldn't go there and unless you were a roleplayer that simulates food consumption on paper, building one would be rather useless or a simple filler for some location.
     
    In turn the most immersive experience I can imagine is actually using an ingame restaurant to eat and to perhaps discuss business deals at the same time; like in reality.
     
    But time will tell. I'm generally for survival mechanics including hazards a such as extreme cold, heat, toxic areas, radiation, etc.
  19. Like
    Warden reacted to yamamushi in Dual Universe Explorers - Weekly Fanmade Roundtable on Twitch   
    Episode 2 of Dual Universe Explorers is now available on youtube
     
     

     
     
    We're going to try and focus on reducing the length of these roundtables in the future, although it's fun to talk about DU for 2 hours, it's probably not in the best interest of our viewers.
  20. Like
    Warden reacted to NQ-Nyzaltar in Official website/forum maintenance: Friday 8th July 2016 [ended]   
    Hi everyone!
     
    Just to let you know that both our website and forum will be unavailable for a few hours tomorrow (Friday 8th July 2016) starting 10.00 am, Paris time (GMT+2), corresponding to 1.00 am PST. We will keep you informed on our social media (Facebook and Twitter) about when they will be back. This maintenance is made to prepare the opening of the community website opening tomorrow evening.
     
    Best regards,
    Nyzaltar.
  21. Like
    Warden reacted to this3ndup in Food and Water   
    I agree that a full-blown survival model with food and water would be a bit much for what this game is. That being said, the need for sustenance would infuse more complexity into the economy and introduce a new consideration to weigh along with other cargo, fuel, ammunition, etc.
     
    What I might like to see is "sustenance" simplified into a single item, much like a future MRE, that would need to be carried on your person or in your construct as a sort of solid fuel for your character. You'd simply consume them over time, and if you went too long without access to one, there would be some sort of negative effect. If not damage and outright death, at least some sort of debuff.
     
    To craft this item, special food resources could be required, meaning some degree of simplified, low maintenance farming and gathering would be necessary for production. This is surely something many players would largely automate eventually, reducing the burden on play time while retaining the impact of that infrastructure's existence in the game world.
     
    In my opinion, some sort of sustenance model could be an important balancing element, and would lead to some compelling economic opportunities and geopolitical dynamics in an emergent game world such as this.
  22. Like
    Warden got a reaction from Wilks Checkov in Ammunition: War-Time Economics.   
    Hey, I'd say food count also counts towards survival (and economy). The higher the better!
     
    But I didn't mean to change topic or anything.
     
     
     
    This is actually an interesting thought. I mean as you produce ammo I wonder how it may work. This is both sandbox and an MMO. Do we see people dig up whole planets for precious materials? Or can we see some middle-ground solution where we perhaps have resource clusters that perhaps allow some harvester to be placed near or on them so they produce a longer lasting steady input of materials?
     
    I can see factories pop up all over mineral rich worlds for war production alone ... or alternatively if there is no harvesting via machines (would be pretty outdated tho in that age) many holes and cages dug by people. In turn, certain ammo factories or hubs could become potential targets in conflicts.
  23. Like
    Warden got a reaction from Wilks Checkov in Ammunition: War-Time Economics.   
    I still wonder why people want all of this (which is fine) like ammo count, limited or 'weighted' fuel for spaceships in turn and a lot more ...
     
    ... but still refuse to have basic food mechancis in the game where you perhaps have to eat once a day for like a few seconds or perhaps a bit more often per every few hours of gameplay
     
    I'm in favor of this by the way for both characters and vehicles - ideally there will be melee alternatives later on.
  24. Like
    Warden reacted to Kiklix in Possible Solution to the P2P/F2P Argument   
    Introducing all kinds of barriers based on the pay model of the game introduces confusion to new players and it also introduces a lot of coding.
     
    Dual needs to keep this simple, just make it a subscription model at X amount per month. Everyone is on the same footing, there is no confusion and no additional coding because of tiered gameplay or anything else confusing.
     
    I really don't understand what is so hard about accepting a simple subscription model. Look, I do not say this to be abrasive, but this is simple. If you can not afford a modest monthly subscription, then you should probably be asking for more hours at work instead of playing video games, if you are a younger person...save your allowance, go mow an extra lawn a month or pick up a single evening of babysitting.
     
    There is no need to over complicate how Novaquark is compensated for their services.
  25. Like
    Warden reacted to Legate in 「Vulture Corporation」 [Security - Science - Service | International ☑ - Immersion ☑]   
    A high amount of effort went into this and it seems to be a great option!
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