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Ryoko_Takahashi

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  1. Like
    Ryoko_Takahashi reacted to Dominar in [DevDiary] - Massively Multiplayer Server Technology (Video)   
    This is excellent.
  2. Like
  3. Like
    Ryoko_Takahashi got a reaction from kirito in I LIKE TRAINS (no seriously)   
    We could always make a train that looks like a turtle? 
     
    Pictures provided by Google-sensei

  4. Like
    Ryoko_Takahashi got a reaction from Cybrex in Crime And Puishment System ?   
    ^This. I also liked the idea proposed by GalloInfligo where you just simply cut that players access to any of your org equipment and services, impose taxes on that individual, etc. I would think that if settlements are properly defended, and dependent on how the FF system is implemented, that things should just sort themselves out after that. (IE - they get shot down every time they fly near your settlements)
     
    While I know it would suck to be destroyed/raided by a random player, I think that true sense of the unknown is kind of a thrill. Will it sow seeds of distrust in new players and the like, sure it will. BUT, just like in real life, trust takes time, getting to know someone takes investment, it also makes those bonds and interactions feel that much stronger and rewarding. That, and with ships being expensive and difficult to make, I think (and am hopeful) that most players will avoid and be unable to follow the "make new character, crash spam ships into outpost" method of game play.
  5. Like
    Ryoko_Takahashi reacted to Dhara in The Outfit is now recruiting!   
    Thank you Ryoko
  6. Like
    Ryoko_Takahashi got a reaction from Wilks Checkov in I LIKE TRAINS (no seriously)   
    That would be awesome if you are recalling correctly  
     
    I can fully see myself abusing that for my own personal benefit! Forget the masses, I need to move product! 
  7. Like
    Ryoko_Takahashi got a reaction from Wilks Checkov in I LIKE TRAINS (no seriously)   
    If the game ends up being capable of having trains and subways and the like, I would love it. Seems like they should be much easier (tech research wise at least) to be able to create initially, and probably for more useful for moving large amounts of materials/people as compared to using multiple wheeled vehicles. Think having trains also adds a sense of realism and touch of character to our settlements and installations. Good idea, I hope that it's feasible
  8. Like
    Ryoko_Takahashi got a reaction from Xorkil in The Outfit is now recruiting!   
    I haven't yet decided what I will be doing as far as organizations go, but wanted to wish you guys the best of luck guys! 
  9. Like
    Ryoko_Takahashi got a reaction from friendlytyrant03 in I LIKE TRAINS (no seriously)   
    If the game ends up being capable of having trains and subways and the like, I would love it. Seems like they should be much easier (tech research wise at least) to be able to create initially, and probably for more useful for moving large amounts of materials/people as compared to using multiple wheeled vehicles. Think having trains also adds a sense of realism and touch of character to our settlements and installations. Good idea, I hope that it's feasible
  10. Like
    Ryoko_Takahashi reacted to Thor Wotansen in O-M-G ... (Star Wars fans)   
    Girly scream  
    holy shit I can't wait
  11. Like
    Ryoko_Takahashi reacted to Atmosph3rik in Subscription model: Addressing the elephant in the room   
    Speaking for myself only i have already payed for and played other games that are just too similar to Wildstar.  There is nothing new or interesting there for me to want to buy.
     
    On the other hand Dual Universe i would like to throw money at like a high class stripper. 
     
    I think if the game works any profit model CAN work.  So assuming this game is going to work, the question is what profit model is the best for the game.
     
    edit:  And i agree 100% with the current plan.    
  12. Like
    Ryoko_Takahashi reacted to Anaximander in Urbanization won't be a thing in DU?   
    Aerial photography is an another way of "tourism"
  13. Like
    Ryoko_Takahashi reacted to Wilks Checkov in I LIKE TRAINS (no seriously)   
    From something I read at a earlier date - sorry I do not remember where - there will be something like a I beam track system supposedly in the game. - far as I know at-least. 
  14. Like
    Ryoko_Takahashi reacted to Vyz Ejstu in What are skills? and how do they work?   
    "Hear, hear! I support this."
  15. Like
    Ryoko_Takahashi reacted to Aurenian in What are skills? and how do they work?   
    Basically the crux of my problem with having a more traditional skill path in a game like this is that its a relic of older games that don't simulate things to the degree that Dual Universe will.
     
    It seems like they want to lock technologies behind the skill trees so that everyone can't do everything at once. But I think the nature of the infrastructure needed for advanced technology and space flight will be enough of a barrier in of itself.
     
    In Space Engineers for example you technically have the ability to build a jump capable spaceship as soon as you spawn. Except that you're on a planet, with very little refined minerals to hand. And you need a significant mining operation. And a lot of rare elements that take ages to refine. And the rarest elements for the best engines can only be found in space. So you have a long path ahead of you before you can even dream or making that first jump.
     
    And that's without contending with potentially thousands of other players and their organisations.
     
    As for skill specialisations. I don't think that handing out skill based stat bonuses is the way to go. You don't become the best fleet admiral in the verse because you have a leadership bonus +5. You get there through experience leading fleets of other players into battle. You don't need an arbitrary number to tell you because you are doing it yourself.
     
    Likewise tech specialists, artists, and engineers will arise naturally if the crafting system is deep enough to allow for it.
     
    For combat specialisation I think in a sci fi game your special abilities are better defined by your equipment. How well you fight (and the gods of ping) will be the real measure of how good you are in a fight.
     
    Honestly this is what I think you need on your character sheet for a game like this:
     
    Page 1
    Bio (name, appearance, backstory etc
     
    Page 2
    Assets (money, controlled organisation ships/stations etc)
     
    Page 3
    Status (organisations, granted tiles etc)
     
    Page 4
    Contracts (buy/sell orders, jobs, alliances etc)

    When we hand build everything, negotiate with other real people, and fight with our own reflexes, that's all we need.

    I'm interested to see what the devs say on the matter when they blog about progression in more depth.
  16. Like
    Ryoko_Takahashi reacted to Cybrex in BOO - Band of Outlaws   
    Well, hopefully you'll choose BOO Ryoko. I've got plans in the pipeline that I am sure you would love to be apart of. But best of luck to you, wherever you decide to go.
     
    I'll be picking Game Night back up for Band of Outlaws in about two weeks. Still need to get what member base we had from COPS over here, and then start planning from there. I'll be keeping it to Saturdays again, but we'll see. 
  17. Like
    Ryoko_Takahashi got a reaction from Cybrex in BOO - Band of Outlaws   
    First off, let me just say hats off to Cybrex for picking up the torch and running with it! Even though COPS disbanded, I'm happy to see that you got the spiritual successor up and running so quickly with BOO. Great job Cybrex!   *shameless bump*
     
     
    There is so much good stuff in here, but too much to try and run quotes on! lol. so I guess I'll just jump in. <('.'<)
     
    I love the idea of having a "pirate bay" (possible pun intended) of sorts for us to all be able to meet, greet, and do our dirty. Regardless of which org I ultimately end up being a part of (still tossing around some ideas), I would happily devote time, resources, and credits into trying to build something like this with you guys. Knowing there would always be a home for the likes of us is reassuring to say the least. 
     
    I'd also love to hop into some games with you guys while we're all waiting for our chance at DU. Looks like I missed out on the Planetside 2 again this weekend though. Maybe next weekend ^_^v
     
    @Neo - thank you very much   Yes it is Nishizumi Maho from GnP and using Deunan's armor from Appleseed:EM, and the emblem I made myself
  18. Like
    Ryoko_Takahashi reacted to Dhara in The Outfit is now recruiting!   
    Well folks, after one final all-nighter, I finally have my organization and my website set up!!
     
     
    Introducing...
     

     
     
    https://community.dualthegame.com/organization/the-outfit
     
    The Outfit is an organization of outcasts; including smugglers, merchants, traders, pirates, rogues and like-minded entrepreneurs. 
     
    While a lot of things still need to be done yet, we have a private forum set up and are ready to start making new friends and building an awesome community. 
     
    Please check it out and feel free to PM me with any questions. 
  19. Like
    Ryoko_Takahashi reacted to Kongou in Poll: Space Narcotics   
    I know who to contact to smuggle me into your guys territory for secret meetings ...
     
    hah... Hah... Astro!!!!! were gonna have to wipes everyone's memory again.
  20. Like
    Ryoko_Takahashi got a reaction from Kongou in Poll: Space Narcotics   
    Oh that's a good idea too! Since we don't know how the FF (Friend or Foe) systems will work in game, having to hire an outside of org. (yet trusted) smuggler to help you get where you need to be undetected might be a way to get some of those sneaky ins and outs taken care of.
     
    I'm really curious and wonder if stealth tech on your own org. Black Ops ships would be more "stealthy" than say a local "traders" cargo hold? Just thinking along the lines of when a rival org. is made an enemy, how a ship might be red flagged, vs. a neutral cargo ship that would have to be found and scanned per se? Of course, outsourcing a Death Squad mission (as Cpt.Twerkmotor mentioned) would have to have a smuggler of exceptional discretion and reputation. I can imagine some players selling out the "cargo" , and delivering them right to the rival org. for a quick payday, lol. If something like this becomes possible, I would love to play as reputable, gets it done right the first time type smuggler for just such occasions.
     
    Course, moving: nacro, weapons, and "outlawed" goods (as have been mentioned in this and other posts), could be my side job while waiting for those more lucrative "deliveries". 
     
    Glad you like the sig!   
  21. Like
    Ryoko_Takahashi got a reaction from Kongou in Poll: Space Narcotics   
    Hmm, wonder if I'm the only person who thought of smuggling players? IE, helping to sneak rival organization members into enemy controlled territory for loads of joy.
     
    On topic: I love the idea of being able to smuggle contraband (vote 21 for narco!). Though, I don't know how I feel about stat modifiers as I would hope this game doesn't turn into a magic potion by another name sort of thing. That being said, I do like the negative consequences ideas being put forth, but do have similar questions (as many before me) about how we might actually make something illegal. No NPC cops to enforce anything, and I can't see why an organization would bother trying to stop players from moving said substances.
     
    Who knows, maybe smuggling in this universe might just entail sales of goods inside another organizations territory, somehow bypassing their tax system? I can see an org. getting really upset about something like that as it would directly cut into their profits. Black market, tax free goods from a rival org/character, lol. Maybe out the back of a ship, behind said rivals market building? In and out, quick sales to screw with the opposition org's economy, lol. 
  22. Like
    Ryoko_Takahashi got a reaction from Cybrex in Poll: Space Narcotics   
    Oh that's a good idea too! Since we don't know how the FF (Friend or Foe) systems will work in game, having to hire an outside of org. (yet trusted) smuggler to help you get where you need to be undetected might be a way to get some of those sneaky ins and outs taken care of.
     
    I'm really curious and wonder if stealth tech on your own org. Black Ops ships would be more "stealthy" than say a local "traders" cargo hold? Just thinking along the lines of when a rival org. is made an enemy, how a ship might be red flagged, vs. a neutral cargo ship that would have to be found and scanned per se? Of course, outsourcing a Death Squad mission (as Cpt.Twerkmotor mentioned) would have to have a smuggler of exceptional discretion and reputation. I can imagine some players selling out the "cargo" , and delivering them right to the rival org. for a quick payday, lol. If something like this becomes possible, I would love to play as reputable, gets it done right the first time type smuggler for just such occasions.
     
    Course, moving: nacro, weapons, and "outlawed" goods (as have been mentioned in this and other posts), could be my side job while waiting for those more lucrative "deliveries". 
     
    Glad you like the sig!   
  23. Like
    Ryoko_Takahashi reacted to Halo381 in Poll: Space Narcotics   
    I was thinking about it the other day; having a cargo ship smuggle in tanks and soldiers and unleashing them on an unsuspecting organization. What fun! 
     
    You could also smuggle people out of someone's space. Maybe they got trapped there or captured and they want out. Or perhaps they had carried out a sabotage mission and they're now looking for a ride back home. Think of the possibilities! 
     
    Love your Signature btw. Maho Nishizumi FTW!!! 
  24. Like
    Ryoko_Takahashi reacted to Kongou in BOO - Band of Outlaws   
    Hey friends, this looks promising! Go Go BOO!
     
    Band of Outlaws is sure to be a fun, action packed organisation. Cybrex and any other leaders they may have, are undoubtedly going to treat you very nicely!
     
    I hope we can work out cooperative deals, I have a couple things in mind already~
     
    1.) I hope we can find some games for the DU community at large to play while we wait, possibly setup some match making somehow to find peoples to play with, or spar against.
     
    2.) I was wondering how you all might feel about a CO-OP city or station, mostly for pirates, mercs, smugglers or other shadowy peoples. The name Tortuga came to mind, that was always one of my favorite city names from Pirate of the Burning Sea, plus Tortuga 'Turtle' Station is just cool, but Id be open to whatever, just an idea if you thought a neutral zone haven might be cool, sell off your looted goods to traders and return the goods back to the market.
     
    3.) You... know, a certain organisation might need to hire organised raiders to shake the status quo up from time to time...
     
    Uhhh what... I mean I love peace, yeah, yeah rainbows, skittles, peace!
     
    If there's something I can do to help you compatriots out shoot me a message, regardless of my position.   P.S. Ryoko, nice Girls und Panzer icon, if thats not GnP lemme know i like the style.
  25. Like
    Ryoko_Takahashi reacted to yamamushi in Am I alone in thinking that Stargate Probes are a bad idea?   
    They never said anything about making it easier for later players to reach new stars (outside of stargates), what they said was:
     

    "Flying from a planet to another should be a real achievement in our game vision. So it would not be available on the first day of the official release. If a player is here from day 1, it might be weeks, maybe a few months before the travel from planet to planet becomes possible. This is still a topic heavily discussed in the team. However, later on in the game, when the global tech level of civilizations built by the players will have reached a certain point, it will be possible for a new comer to simply buy or be given a ship to fly with as soon as he arrives in game (he will still need to learn a few skills to be able to fly it however, but the basic levels should be reachable between a few minutes and a few hours, according to the flying construct complexity). In short, the game experience for a player present from day 1 might be very different from the game experience of a player coming several months after the game has launched, also different from the game experience of a player entering the game one year after official launch (where many solar systems will be, without a doubt, already discovered and colonized)."
     
     
    And on the topic of Stargates and travelling to distant stars they've stated it will take months for probes to reach their destinations before players can travel to them and construct the other end of their stargate, there was nothing stated about making it easier for new players to just immediately travel to distant stars without stargates.
     
     
     
    Also, those "unfun" RP mechanics are the reason many of us are here, and have been so active on the forums, and why we've gone out of our way to make player organizations based on the little we know about the game.
     
    How could you possibly say they'd be "really bad for the game if implemented" without knowing anything about the game as it is? You're applying that logic in the hopes that the game will be like Eve Online, which aside from some basic mechanics and the world being a sandbox, DU is going to be anything but Eve Online. 
     
    Those of us who have been most vocal in our support of DU are the ones hoping for a feature rich game that is both difficult and rewarding, not a theme park playground where everything is given to us without much effort or patience. I can't see how having to work towards something and needing patience is "unfun", especially in a game where they expect it to take us weeks or months to even reach space in the first place. 
     
    If I wanted a game where I could just jump into a ship and fly anywhere I wanted immediately without any effort or survival mechanics, I'd just play No Man's Sky. 
     
    I want a game where people have to work together to create amazing structures in space, where trade and the economy are a core part of the game dictated by players, where establishing a new planetary colony is something to be proud of and not something anyone can do overnight, where going to war involves more than just throwing manpower and ships into battle, where every choice a player makes has an impact on the world around them.
     
    I want a game that has a living breathing world, and you can't really do that without survival mechanics of some type, otherwise we'll just end up with Everquest Landmark in space.
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