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Found 7 results

  1. Due to numerous reports of this happening, including pictures, lets talk about end of warp obstacles and ramming in general. Here is an example of a net placed exactly in front of a warp exit. You have about 10-15 seconds to change direction right after end of warp, but most people won't pay attention and ram into whatever is in front of them. This has been a thing for a while now, but we now have some reports of ship destruction due to warp destination constructs being purposefully placed in the way. One way to get around it is of course to pay attention and maneuver the ship immediately after warp destination is reached. However, there is a lot of discussion to be had about warp obstruction and ramming in general. For example: 1) disabling collisions between cores: this has already been done with trees so I imagine it can be disabled for static / dynamic cores, probably will increase server performance too, but also an effective way of getting rid of warp traps. 2) disable damage on collision with constructs: an alternative of the above, except collision will cause velocity changes as expected between collisions. We don't have bumper car physics, could be a bit strange, but this also gets rid of warp traps. My personal favorite and very biased option: 3) reverse ramming logic (THE RIGHT LOGIC): it's really strange to consider that an L core going at 30,000km/h can be obliterated by a stationary xs core. It just doesn't make any sense from a logic perspective, although the reason for this implementation probably has roots in server performance considerations. I think collision damage should be shared between constructs and distributed according to mass and voxel logic. Added benefits are: COMPLETELY LAG FREE MARKETS... because naturally people will start ramming, hence a necessity for garages / safe parking facilities, opportunities for business, etc. I would go so far as to say that static cores should be rammable as well. This has huge ramifications for space stations... there will be a need for space mine fields or wreckage around stations to prevent people from completely destroying stations with ramming dynamic cores. Space stations will need engagement rules such as: if dynamic construct is going faster than X amount inside a certain radius around space station, fire all weapons at dynamic core. There are all sorts of interesting ramifications for this gameplay. There is something important here I think: it is not ok to simply add a rule to the EULA saying warp traps are illegal. This is a sandbox, emergent gameplay will always happen, and a bunch of players can give a hell of beans about what the rules are. It's in poor taste when a game cannot / will not implement systems to prevent certain actions from happening but simply adds a "RULE" of conduct. In some cases it is certainly appropriate (abuse, discrimination, etc) but in this case, this is emergent gameplay and adding a RULE will not solve this issue. In this situation NQ actually has an opportunity to capitalize on the situation and create game mechanics to either solve this issue or enable ramming AND add mechanics in order to counter ramming. On the other hand, warp traps such as these can be cancerous. This is a tactic used extensively in Eve, see here: Do you think warp traps are an acceptable emergent gameplay mechanic? What are your issues with it? What can be done to solve it? Again, to reiterate, simply adding a rule of conduct doesn't work here in my opinion. NQ should really capitalize on this opportunity... I think they failed in the district 15 drama, they could have done some epic stuff there... problems can be turned into opportunities, lets contribute to the discussion and find opportunities Edit: After writing this post, I have received confirmation that players are "netted" both when: 1) player finishes warp, comes to a complete stop, then accelerates/or planet gravity pulls the player, and they end up in a strategically placed net 2) player finishes warp and gets damaged in net BEFORE coming to a complete stop from the warp
  2. So, I'm MinisterPhobia. To my knowledge, I'm the only one out there. I've been using this name for what feels like decades now (gods I feel old). I've been an active gamer almost all of my life, and have been an MMO player since the UIltima Online beta way back in late '96. Maybe '97, it's going back a ways. If any of you played on the Sonoma server (post-launch), I spent a good 4 years or so milling around on there. Since then, I've played a wide variety of online and offline games, both MMO and otherwise. I spent a full decade with EVE Online, and 5 years or so on Dark Age of Camelot. For the last 2-3 years, it's Survival games like Ark and Empyrion that have held my attention the longest. Right now, I'm hooked on Rimworld and wishing there was a way to multiplayer it (everyone on the same map, but not on the same tile). I've backed some rather big names over the last few years, well, games that became big or have lots of controversy around them. Mechwarrior Online, Star Citizen (triple concierge, for those who know what that means), Kingdom Come Deliverance, and now, Dual Universe. DU isn't as big as I'd like to see it be, but, I'm sure it'll pick up as it gets closer to launch. Professionally, I've done a great deal of work in Data Centers setting up, maintaining, and wanting to go postal on, servers, in racks. These days, I've got lots of time and not much to fill it with other than gaming. I'm not really looking for an organization or anything, just friends for now. That's all for now! (I type too much!)
  3. Hey there! just noticed that eve online has become free to play. Never played it before, but want to give it a try while waiting for DU release. Just wondering if there is anyone here still playing eve online so we can play together!
  4. Hey there fellow wanders of the universe! I am a long time EvE player along with a host of survival games. This project on the surface could be looking like my new addiction... So I have a couple of questions & comments before taking the plunge to pledge. and please forgive me if they have been asked and answered. Eve Online is known for its incredibly steep learning curve (which frankly kept me interested in the game for years so it's not a bad thing), and is infamously known by some as a 'Spreadsheet Simulator'. Frankly there is no right or wrong way to play Eve Online. What Eve Online lacks is the ability to build something unique like a ship or space station that doesn't look like every other space ship or station in the universe. What I am hoping that there is nothing to stop a player from jumping in solo, mining for minerals, running missions (player or AI made), manufacturing, holding cargo or resources and manipulating the market. Where things really become interesting is having conflicts with players over territory, over resources and even over identity or philosophy. That is what I am hoping for Dual Universe. Do you think DU is being developed in these directions? If so I may have a new place to call home and wreak havoc. One last set of questions: What is the death penalty? Do you loose everything when you die? Is there perma-death? Do you create a lootable corpse when you die? Can I take a trophy from your corpse? If you are looking for me; find the most wretched hive of scum and villainy in the universe and i'll be drinking at the bar. Come and say hello and maybe we can do some business... Mephitidae aka Skunk
  5. (I think I'm allowed to post this... ) If your not a veteran of Eve Online and you want to be even more super excited for Dual Universe, you should read this beautiful, heart-wrenching article about the classic sandbox MMO; it makes the possibilities for DU seem that much more incredible. And after reading about all of the incredible feats of leadership, skill, teamwork, and cunning... I'll probably end up a homeless hitchhiker bouncing around between territories... Oh well! (Maybe I'll write a book: Hitchhiker's Guide to Dual Universe)
  6. Hello, I am a fan of the concept of this game. I want to know if you are inspired by games like eve online. you have very similar features like wars, politics, and player based economy. Will it be like that but with first person action and crafting? Thank you much if you respond and good luck with this game!
  7. Hi Everyone, I'm really excited to see this game develop as I've been waiting for a game that mixed the sandbox gameplay elements of EVE Online with in-cockpit flight control like this to come along for years. Being able to land on planets and leave your ship is the icing on the cake. I'm a 35 y/o systems administrator based in London, I played EVE Online for 5 years (Shoutout to any other bitter vets, I was in NC.) and I'm a huge fan of Freelancer, Homeworld, X-2 / X-3, Space Engineers and practically every other sci-fi game.
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