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Showing results for tags 'Interactions'.
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There have been some topics around this area, particularly with building ships, but I feel that the this is a concept valid for the entire game. In a huge civilization-building, player-interactions-driven game, I feel that having people skilled in just certain areas will eventually lead to a more enjoyable experience for players. And this is something that many people may disagree with upon first hearing it, but find in the long run that they think it works really well. Or maybe they'll hate it! I want to share my opinion on it though, and I ask that those reading, who may think it's stupid, give it a chance. Also remember that there are two sides to this, neither are correct, and both are valid. It's just opinion based. If anyone is familiar with the game series LittleBigPlanet, the first and second iterations for the PS3 played a huge role in a season of my life. They were the main games I played for months, and I had a friend who was into it as I was. Anyway if you don't know the game, it's not important. Basically, you use some basic tools to make little minigame-ish things (I'll refer to them as levels). Anyway, in the first game, there were a few levels and creators that stood out significantly from all the rest, because they were fantastic (anyone that knows the name "Lockstitch" off the top of their head is a freaking awesome person). Me and my friend, we knew exactly what tools were available, and what you could and "couldn't" do. But some few levels stood out to us because, as people who knew the game inside and out, we had no clue how they some of these things were accomplished. A fair few levels were outstanding and amazing due to their mechanics and visuals. When LittleBigPlanet 2 arrived, there were tons and tons of new tools added. These were fun and great to be sure, but they made everything that made the old levels special, not special. Because, all of the fantastic things that had been done before (in the first game) were now basic and easy because there were tools to do them (in the second game). This made a lot of great content a lot more common. Which of course was a good thing. And there were certainly levels that still pushed the boundaries. But overall, by making cool and unique things easy, it made great content a lot more common and thereby a lot less special. If Dual Universe makes building easy, and mining easy, and combat easy, and exploration easy... Well, then there are going to be lots of amazing ships, and lots of miners, and lots of warriors and lots of explorers. You may say, "that sounds great!" But, remember my exceedingly dramatic and emotional story. When you make it easy, it stops being special. In a game like Dual Universe, where player interactions and jobs and organizations are such a key factor, it shouldn't be easy to do anything. It shouldn't be easy to switch from a being an efficient miner working for a large corporation to a stupendous explorer finding rare resources on hostile worlds at the edge of the known galaxy. Sure, you can switch job titles and do whatever you want whenever you want, because it's a game! I'm just saying you shouldn't be able to switch from being outstanding at one thing, to suddenly outstanding at another. This allows individuals the opportunity to stand out, and be known for something. "Hey he's that guy that makes that line of super efficient yet powerful ships. I don't know how he comes up with that stuff." "What, you want to send Xx_M8_SLAYR_xX to go hunting for that anomaly? He's an architect, someone else will find it way sooner!" If someone wants to be known for something, then they go for that something and only that and they end up being great at it, and known for it. Lots of people will choose to not do this, which allows the few that do to stand out. I can't really say much else that I haven't said already. I believe I've gotten my point across. Regarding designing ships or stations, it's easier to see how an individual could be better at it than most others. Mining or exploration expertise could be accomplished, not just by having better equipment or skills, but also by there being hidden techniques that people just have to learn by doing it. Thank you for reading and please try and be civil in your response, as, once again, both opinions are valid! When everyone's special, no one is... And if you're good at something, never do it for free!
- 26 replies
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- Economy
- Interactions
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Hello , I'd like to be able to create, design and program things or why not trade it with the comunity to get rich ! Those would be some kind of products, programed systems, like automatic defense of a fort, city, base. Or even admin acces, Doors control, restrictions, and maybe ability to HACK terminals that were programmed by other players in order to bypass security, to control the program and reverse the situation. By designing I also mean the UI shape would be something you could create or trade, So each faction could own its own "personality". And maybe something more than the UI, dunno lets talk about that ! You would be able to save the program on hard drives, to use it from a "smartphone from the future", a control terminal, a spaceship(anysize). Something like that would require a simple langage such as LUA, you'll have to learn sure but this feature could be the opening for an infinite way to scultp the world, and make this place living with tons of interactions, and new paths. Its also a big opening for trading(selling programs, AI), recruiting(a member that knows how to program), wars/battles: victory by hacking devices (etc...) You would choose whatever you want to create to defend yourself, upgrade the base/ship (etc...). I hope that this idea wasn't already set Thanks ! EDIT: I went further into my explanations, to let you exactly know what I meant: I was thinking about something more "complex", at least free to do anything. Like a turret protocol, choose when, how, why it should fire. And something I would looove to be able to do is assembling my system to make my turret: servo motors, power source, weapon technology used, sensors, and hull but with voxels not the furnitures(meshes) they give. Then you'll have to script the turret to make it aim right by contoling each servo motors, setup the axis, program it so you can control it with the keys you binded in the program, or even program an AI that aim everything the sensors detect as 'hostile". Thats where the hacking is interesting, he change the aim protocol from hostile to allies, tirn those against the creator maybe ^^
- 11 replies
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- programing
- AI
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