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Also, due to there being many aspects of this game that are non pvp, for example games inside games (think DICE), i suspect that DU may not go down that route. Granted, it may happen for combat ships, but there is no guarantee for anything else. Also, in the long run, DU could cover such a vast range of play styles, that smaller groups would just be able to ignore larger organisations and get by on their own.

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3 hours ago, 0something0 said:

I suspect as people realize that DU is a hardcore ffa game, ship designs will get less aesthetically pleasing in favor of practicality because "why should I spend days designing a ship if it will get destroyed anyway?" mentality.

Thats what blueprints are for. Design a nice looking yet functional ship. Blueprint it. Then copy it to infinity (and beyond? :P )

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23 hours ago, CaptainTwerkmotor said:

Suicide ganking will only make market prices go up. The people who would do suicide gankings would end up making minerals cost more and more, as resrouces deplete faster, thus making both scarcity AND supply and demand increase. 

That all may be true, but last i checked a subscription fee plus the potential DACs bought by those user is worth more than some fictional currency to a real business. Not to mention, sure suicide ganking may reduce supply, but if it causes enough people to leave it also reduces demand, which leaves us back to square 1.

 

23 hours ago, CaptainTwerkmotor said:

Oh, wait, you are the kind of person who doesn't talk to people in MMOs and wants to "solo that bitch". Yeah, no, that won't work.There is no "Solo miner" in EVCE, those get roflstomped hard.

 

23 hours ago, CaptainTwerkmotor said:

But, again, you are the quintessential "MMO-singleplayer" kind of person. Your problem is not ganking, nor griefers, it's the fact you'll have to do that whole "Socialising" thing,

 

23 hours ago, CaptainTwerkmotor said:

You never been ina bait fleet, or done Tackle, or done Scouting - the small things about them silly "tactics".

That's quite a bit of false assumptions you have there. 

 

23 hours ago, CaptainTwerkmotor said:

Saying "what about the game, if it's easier, it will get more people" is as much a fallacy ,as it is to claim "DU is about PvP" or "DU is about building" or" Du is about X-gameplay".

i agree. I've seen games dumbed down to oblivion, but at the same time if the learning curve is too steep, it won't bring in more people either.

 

23 hours ago, CaptainTwerkmotor said:

Rooks & Kings built their infamy on that principle, 20 vs 100, 20 vs 500, and so on. They have totalled fleets 10:1 stacked against them. how? Player Skill > Numbers.

This may be true, but i bet you that they aren't a group of people with less than a month combat experience in the game while completing these feats. So when you are fighting a force that has at least equal or more often times greater skill, numbers most definitely matter especially if in their favor.

 

23 hours ago, CaptainTwerkmotor said:

DU has SO MANY THINGS non-combat related - building with voxels being only one part of them. The more new gameplay options NQ adds, the mroe people will paly the game. If someone wants to play DU as farmville in FPS mode, they SHOULD be able to do so. If a person wants to play the game as a lone wolf, they should expect the results of being a one man nation - the fact they MUST become a one man army. And if a person wants to be a villain, then it's up to the players to be the police. 

Anyone who has a problem with DU's vision, has a problem with Freedom of Choice.

I have no problem with freedom of choice but i think game mechanics should influence that choice else it can be pure anarchy. I think that if you are a villain, there should be a very good reason for another player to be the police, which often times the reward is mediocre at best.

23 hours ago, CaptainTwerkmotor said:

So, no, the arguement you made "people won't buy into the game if ganking is left free cause those people will get bored of losingtheir ship" is a bullshit arguement,

Is it though? You may think it's bullshit but I at least have proof that it is a valid argument in the form of the original post on this thread. Eve has such a negative stigma that some people will completely disregard any differences and key features that separate this game from it, including the non-combat aspects. That is the biggest hurdle i've been trying to get people to overcome when trying to get them to consider this game.

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1 hour ago, Xenoform101 said:

That all may be true, but last i checked a subscription fee plus the potential DACs bought by those user is worth more than some fictional currency to a real business. Not to mention, sure suicide ganking may reduce supply, but if it causes enough people to leave it also reduces demand, which leaves us back to square 1.

 

 

 

That's quite a bit of false assumptions you have there. 

 

i agree. I've seen games dumbed down to oblivion, but at the same time if the learning curve is too steep, it won't bring in more people either.

 

This may be true, but i bet you that they aren't a group of people with less than a month combat experience in the game while completing these feats. So when you are fighting a force that has at least equal or more often times greater skill, numbers most definitely matter especially if in their favor.

 

I have no problem with freedom of choice but i think game mechanics should influence that choice else it can be pure anarchy. I think that if you are a villain, there should be a very good reason for another player to be the police, which often times the reward is mediocre at best.

Is it though? You may think it's bullshit but I at least have proof that it is a valid argument in the form of the original post on this thread. Eve has such a negative stigma that some people will completely disregard any differences and key features that separate this game from it, including the non-combat aspects. That is the biggest hurdle i've been trying to get people to overcome when trying to get them to consider this game.

Excuse me but... if more DACs are being bought, DAC's have a sure-shot market, which incentivises people with little time to grind to buy a DAC for IRL money and dump it into the market. If DACs are not sold cause nobody got money, cause nothing happens, then the devs' financial safety is challenged. Like it or not, strife drives economies.

 

Remember, people who buy PLEX in EVE are people who like doing Wolf-Packs (Interceptor / cheap ship fleets), who like the whole "hunting" experience, and have little to no survival chance if the hunt goes sideways. Nobody buys PLEX in EVE to buy a super-capital, like a Dreadnaught or a Titan - that is the worst myth stupid people ever came up with. The very people who will SELL the DACs in DU, will be the same people increasing the minerals' worth in the market due to scarcity and the same people will be the ones seeing diminishing returns if they keep suicide ganking. That's how it works anywhere, that's how supply and demand works. That's how "game mechanics" prevent suicide gankin, without the devs acting like a babysitter.

 

What you are asking, is NPC police, NPC farming (no risk fighting a worthy smart opponent - like a human who will not be kited and will get away or outpaly you) and the exact opposite of DU. Which is why I consider you part of the peoplew ho never left Hi-Sec in EVE over however many years you were part of the game. You clearly never seen player ran "polce force" in null-sec whose job is to protect people from ganks by informing them of an approaching roam or people who are docekd on stations waiting for a Home Defense fleet against a roam.

Do people get caught by a roam? Yeah, but that's life. If you don't pay attention to your alliance's chat or their discord pings screaming "HEY< GET THE F OUT OF THE SKY, ENEMY ROAM", you are at fault, not the game. Which brings me back to my original "assumption" - you don't want to play the game with other people or rely to them, the fact you don't know of these mechanics of null-sec and know of "suicide ganking" screams "Hi-Sec Resident". And that's not DU's fault or EVE's fault. Null-Sec is far safer than Hi-Sec, you should have known that by now.

And DU by virtue of being - by the looks of it - WH-Space from EVE, it's the safest enviroment it can be in space. And again, if you are on a planet and you don't pay attention to your scouts' reports of "enemy roam incoming" you are at fault, not the game.

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15 hours ago, 0something0 said:

 

It seems like banding into groups of a few dozen like kin Minecraft factions wont be enough and only mega-orgs like Cinderfall will last a long time.

 

I guess our opinions differs there, mainly because i believe someone hasn't followed the development of DU politics since orgs first founded

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15 hours ago, 0something0 said:

It seems like banding into groups of a few dozen like kin Minecraft factions wont be enough and only mega-orgs like Cinderfsll will last a long time.


Cinderfall doesn't exist anymore :V

I guess you mean BOO is gonna be the one to rule them all and in the dank memes bind them?

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I am not sure why some people are telling that it's impossible to play games like EVE (and possibly DU) solo, and actually enjoy it. When I started, I moved to lowsec quite fast and have lived there as a loner for almost a year, and at that time it was by far the best MMO experience I've had. Granted that later on I've joined my first corp, then eventually went on into 0.0 business, which opened up a whole new game for me, but that's different story.

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6 hours ago, CaptainTwerkmotor said:


Cinderfall doesn't exist anymore :V

I guess you mean BOO is gonna be the one to rule them all and in the dank memes bind them?

Haven't really kept up with DU politics. I thought the entity exists but with a different name?

 

But yes. Any org without hundreds or more members will probably get ganked out of existence unless:

They are the ones who are ganking others

They are spread across all timezones(but that brings a whole new issue in coordination)

They remain independent but have the backing of said large org

They don't have any physical assets(i.e. they are infantry-only mercs. This may change if there are auto turrets)

 

Which basically means you and your group of friends playing together as if this was Minecraft(2b2t anyone?) probably isn't a viable option. 

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2 minutes ago, 0something0 said:

Haven't really kept up with DU politics. I thought the entity exists but with a different name?

 

But yes. Any org without hundreds or more members will probably get ganked out of existence unless:

They are the ones who are ganking others

They are spread across all timezones(but that brings a whole new issue in coordination)

They remain independent but have the backing of said large org

They don't have any physical assets(i.e. they are infantry-only mercs. This may change if there are auto turrets)

 

Which basically means you and your group of friends playing together as if this was Minecraft(2b2t anyone?) probably isn't a viable option. 

No, this is what you don't get, an alliance in EVE is not a group of 10000 people ,it's a group of smaller entities. The corp I was part of was a 20 man corporation, we did outr thing, had our small clique going and we would group up with other smaller corporations in the alliance to set up a fleet - or join one someone was organising on the spot.

 

Your group of bros IS welcome in DU, what is not to be expected is you wanting an equal level of logistics with a 10000 people alliance that has dedicated space truckers, repairmen, gunners and scouts.

And even then, the way DU is designed (combat is about hit chance that's depedent on speed and tranversal lengths) you can have a smaller group of people who go up against a larger number of ships IF YOU HAVE THE RIGHT TOOLS FOR THE JOB. If the enemy has 100 ships ,but no coordination or they got guns that are meant for short range brawls and you got a fleet of 20 ships but are meant for high speeds (to the point of being impossible to hit) and a lot of tracking speed for your long range guns, you can defeat the enemy. That has been done in EVE, point is, the skillcap for such a job is not low. The way NQ developes DU isn ot "low skillcap", it is about "easy to learn, hard to master" gameplay.

What you are basically asking is "can I have failsafes for not being baited into a battle I will lose" and the answer is "no".

Most people unfamiliar with EVE think the "Null-Sec Empire" means 1 corp controlling vast amounts of space. That's far from the truth. Your 20 people brocorp has a place in EVE and so will in DU.  If you want your 20 man corp have a specific role, you can do that as well, you can specialise, the same way some corps in alliances specialise in bomber fleets and tactics, similar to a "spec ops" team of people.

What people seem to want, is being an Empire, without having to work for it, have to fight wars or have to do diplomacy - which is evident in this communtiy, that most of the carebears don't want to do diplomacy, cause they are antisocial AF.

No, you won't be anything important without trying for it. You won't be infamous unless you make that infamy happen. You won't become famous or respected, if you don't make it happen. No NPC will be there to tell you "Welcome Important Hero Person, Leader of the Carebear Army" to tell you how important you are. You'll have to work for it.

Rooks & Kings in EVE Online ,are a group of 20 people, who went up against the biggest coalitions of the game back when everyone was happy with each other. There is a video of them standing their ground protecting Providence for hours, after coalitions (amounting to 20000 people total) would send fleet after fleet to be destroyed by RnK until they overpowered them and then on top of that,  RnK GOT AWAY with one of the most epic escapes in space game history.

What's my point? They worked to get where they are now as an organisation, they worked to get to the point of people seeing one of their scouts and going like "... uh./... let's just not go that way guys, that way is probably where RnK will be waiting for us" even if they are a fleet of Battleships. RnK accepted "we have less guns, so we must maximise our total fleet efficiency and coordination to win" and win they have. There are countless videos of theirs where they engage enemy fleets that outnumber them 5 to 1 and 10 to 1.

More or less, anyone who wants to be "the underdog" in DU, should accept some basic Art of War rules : Know yourself and know the enemy, and in a thousand battles, you'll have a thousand victories. And that goes for any game out there. If you don't know for example, that Ceramic Steel is not a good armor against kinetic weapons, that is YOUR FAULT and if a smaller group of ships pelts your ships with railguns fro m100km off, that is you sucking at the game. And that's a part of NQ's design for DU, different materials providing different resistances to damage sources. You may think - like a person who's not familiar with EVE - that this is a 4-way rock-paper-scissors, in reality, EVE's combat system is inspired by games like Might & Magic card games (yeah, look it up, that's their inspiration), in which case, you build a ship smart like you'd build a deck of cards, or you build it stupid, and stupid ships are blown off the sky really fast, but here is the catch - your budies can use theri cards o ntheir ships to assist your card's shortcomings, i.e. "remtoe shield boosters" that restore your shields. 

Your 20 man bro-corp, if it has proper intelligence (or pay for it, there's no same in spywork) and you fit your ships to exploit the enemy's wekaness in their armor, then you will win. You attacking first means nothing, if you are not equipped to exploit the eneny's weakness.


Brute force might sound like a good plan, until you see videos like this :
 



Watch it or not, it's a good video to inspire you to be more tactical.

RnK is borderline philosophy if you watch their videos.

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10 hours ago, 0something0 said:

Haven't really kept up with DU politics. I thought the entity exists but with a different name?

 

The Aeonian Federation, yes the name has changed and from what I have heard as an outsider, the goal remains the same, an organization of organizations.

 

I share similar concerns that outside the safe zone that there will be boogymen just on the other side ready to take my stuff, I also realize that until proper markets exist that I won't be worth stealing much from unless I go outside the safe zone.

 

The way I see it, I can either choose to stay in prison where everything is black and white, strict, mostly controlled and predictable. On the other hand, I can elect to go out into the free and colorful world where the rules are created and enforced by those around you. Of course, we might be an advanced civilization 10000 years in the future but the player-run police don't dabble in pre-crime so some stranger might shoot you and steal your stuff, maybe they'll get caught, maybe not, sort of like the free world in the real world.

 

I give, maybe it's a terrible analogy, feel free to come up with a better one. Whether or not you like it, shit will happen, and it will be up to you and whatever community you have around you to pick up the pieces after the last bomb drops. For some people, war is money. Money to be made in destroying something, money being made to rebuild it.

 

Don't go out with what you can't afford to lose, if that means your ship gets destroyed and you value the time and effort you spent building it, blueprint it. You won't get your time and resources back, but at least you're not starting from scratch and if you get blown up and have to start from scratch, you're doing it wrong.

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2 hours ago, 0something0 said:

But what if its your base that gets blown up? 

Don't build your base where it may be blown up. You can't build in an Empire's turf without paying up. Simple as that. 

Solo people won't have a "bsse", they will have a home in another org's established city. NQ was clear that TCUs are not meant for everyone.

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3 hours ago, DarkHorizon said:

The Aeonian Federation, yes the name has changed and from what I have heard as an outsider, the goal remains the same, an organization of organizations.

 

I share similar concerns that outside the safe zone that there will be boogymen just on the other side ready to take my stuff, I also realize that until proper markets exist that I won't be worth stealing much from unless I go outside the safe zone.

 

The way I see it, I can either choose to stay in prison where everything is black and white, strict, mostly controlled and predictable. On the other hand, I can elect to go out into the free and colorful world where the rules are created and enforced by those around you. Of course, we might be an advanced civilization 10000 years in the future but the player-run police don't dabble in pre-crime so some stranger might shoot you and steal your stuff, maybe they'll get caught, maybe not, sort of like the free world in the real world.

 

I give, maybe it's a terrible analogy, feel free to come up with a better one. Whether or not you like it, shit will happen, and it will be up to you and whatever community you have around you to pick up the pieces after the last bomb drops. For some people, war is money. Money to be made in destroying something, money being made to rebuild it.

 

Don't go out with what you can't afford to lose, if that means your ship gets destroyed and you value the time and effort you spent building it, blueprint it. You won't get your time and resources back, but at least you're not starting from scratch and if you get blown up and have to start from scratch, you're doing it wrong.

1) Nobody forces you to haul stuff yourself, hire a spacetrucker, put a collateral on your product with their hauling contract and give them 2 weeks to delvier the cargo to your destination. If they lose it , or break the seal on the package, they immediately pay you the colalteral on the hauler contract. There's risk and there's stupiud risk, hauling your cargo makes ita stupid risk, let the professionals take care of it, it's their job.

 

2) The NBSI protocol in EVE was born for "crime prevention" purposes. It's as simple as "if you ain't confirmed friendly, you die". Which means, unless you have a "peroper paperwork" in the form of a "Blue-Friendly" tag, you are considered an enemy on default. You don't even have to be part of the alliance itself, just be on good terms with them, like a space trucker that does contracts for them - you do need outside trading to survive as an Empire, and blue-neutral traders are the way to do so.

 

 


The real problem is people not wanting to actually communicate with other people in MMOs, unless it's for being apes throwing rocks to one another.

Anyone in this thread who is "concerned about griefers" is just a pretentiuous peacewalker that RUNS to jin a lynchmob. Cause if everyone does it, why nop pile on the action like a hyena on a pinned animal, but when it's a hyena being stalked by other hyenas?

 

"OH NOES,. PROTECT MY PRECIOUS HYENA ASS!"

 

I find it very amusing though most people have terrifying visions of BOO sacking your cities or some shit. It's adorable, you guys think we play your version of pirate.

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17 hours ago, CaptainTwerkmotor said:

What people seem to want, is being an Empire, without having to work for it, have to fight wars or have to do diplomacy - which is evident in this communtiy, that most of the carebears don't want to do diplomacy, cause they are antisocial AF.

No, you won't be anything important without trying for it. You won't be infamous unless you make that infamy happen. You won't become famous or respected, if you don't make it happen. No NPC will be there to tell you "Welcome Important Hero Person, Leader of the Carebear Army" to tell you how important you are. You'll have to work for it.

I think you're completely wrong, and interpret people's intention as you see fit, to make your arguments stronger. I don't see how most people planning or considering playing solo want to feel important for your org or any other large and significant org. Simply - I'm not a person and a player who's war/conflict-driven in the first place, and I don't want to be limited in my play just to a safe zone, because you advocate a scenario where there is a rule of the strongest in any part of the galaxy outside of safe-zones, even outside of some org's TCU's range. If the strongest is happened to be an org run by a bunch of psychos (which may or may not happen), then the whole part of the galaxy is ruled by psycho's ideas, and the rest has to either accept it, or overrule the psycho, or die. 

It's pretty obvious you guys play this game for a PvP, for an epic conflict among big, well-structured orgs, and it's ok for me. Just please, for the love of any God out there, if there is one, don't impose on other players, especially those who're not coming from any other large MMO, that if we don't share your vision of the game, then we're either "dumb", or "antisocial", or we want respect without earning it, or we want to be an empire without an effort, or we don't want to communicate, or we don't understand NQ's vision on the game, or, last but not least, that we're hyenas in disguise. I know it's convenient to do so.

If rebuilding civilization is about creating a large war zone, where anybody who want to just keep away is considered a potential threat or potential victim, then maybe yeah, this game is not for me. Maybe I just don't see this game like a space wild west.

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What you all need to understand is that the mechanics of PVP will be much more intense and require much more collaboration than in any other MMO. There is no 'one pilot flying and controlling everything on a battle cruiser or capital' It's not like EVE where ever ship is one person. You'll need many, many players to man a single carrier or battleship. One lone Wolf can cause a lot more pain than in many other MMO sandbox games.. 

 

In EVE, when I need to I can log in my alt who can jump support to me, I can log in a third character for something else.. Each flying a fully fitted ship with no real change between a frigate or a Titan except for the power and weapons I have at my disposal, the mechanic is mostly the same. This will not work in DU and this is why the fears of those scared of ganks and griefers is not relevant..

 

On the other hand, leave your stuff unguarded or be careless and you stand to lose it all, there is no NPC safe havens everywhere you can just dock up and be untouchable. I can chase you to and in to your house and run you down in DU if you play tricks. Many of the EVE mechanics will simply not apply as there is no safety net for those who strong arm knowing they can run and hide if and when someone actually brings a fight.

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Of course, at the end of the day, different preferences or ideologies on how some things should be clash with each other. I think neither is really wrong. Some like pizza more than spaghetti, yadda yadda.

 

Some are more into competition and PVP, others rather want to create, take part in logistics, design things, etc, without much war. Some are somewhere in-between.

 

Both or many things are fine (to me anyway). While often examples can be exaggerated to prove a point, I think what some people who are rather advocating for PVP mean is that you cannot rely on "safe spaces" once you leave hardcoded safe areas, and from what I got even TCUs are nothing that will last forever without the right care or maintenance. The gist is that at the end of the day, once you leave an area that protects you through certain measures, hard or soft, you'll potentially be on your own or at the mercy of others.

 

Pick whatever preference you may like, but always keep in mind some areas (or times) are not safe, with the potential to be attacked.

 

Or perhaps in other words: Some who like PVP or competition and aggressive action might consider some who don't carebears or in the wrong place. Some labelled potential "carebears" or say  those who dislike PVP label the other side warmongers or similar.

 

Those are two exaggerations that some people may represent, but at the end of the day, the "truth" or factual representation might lie somewhere in between. Still, one has to expect to end up in "non-consentual agressive action" once they enter certain areas. That's part of the game depending on where you go.

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43 minutes ago, Ghoster said:

I think you're completely wrong, and interpret people's intention as you see fit, to make your arguments stronger. I don't see how most people planning or considering playing solo want to feel important for your org or any other large and significant org. Simply - I'm not a person and a player who's war/conflict-driven in the first place, and I don't want to be limited in my play just to a safe zone, because you advocate a scenario where there is a rule of the strongest in any part of the galaxy outside of safe-zones, even outside of some org's TCU's range. If the strongest is happened to be an org run by a bunch of psychos (which may or may not happen), then the whole part of the galaxy is ruled by psycho's ideas, and the rest has to either accept it, or overrule the psycho, or die. 

It's pretty obvious you guys play this game for a PvP, for an epic conflict among big, well-structured orgs, and it's ok for me. Just please, for the love of any God out there, if there is one, don't impose on other players, especially those who're not coming from any other large MMO, that if we don't share your vision of the game, then we're either "dumb", or "antisocial", or we want respect without earning it, or we want to be an empire without an effort, or we don't want to communicate, or we don't understand NQ's vision on the game, or, last but not least, that we're hyenas in disguise. I know it's convenient to do so.

If rebuilding civilization is about creating a large war zone, where anybody who want to just keep away is considered a potential threat or potential victim, then maybe yeah, this game is not for me. Maybe I just don't see this game like a space wild west.

And you have every right to not see the game as the space wild west.

Not everyone in EVE sees it as "space wars the MMO", others see it as a market simulator - or as it's humourously referred to, an Excel Feature Pack. Poinmt is, those people who don't do PvP? They get into corporations who compliment their non-PvPiness with their own PvP oriented gameplay and each one plays off of the pros and cons to the corporation.

Same thing for DU. You can't do anything on your own, that's pretty much impossible, so you can join an org to have logistical support as an active PvP player who protects OR be a logistics person (industry, hauling) who looks for people who they can TRUST to help with delviering cargo - cause organisation is where the trust is, isntead of randos who will most likely shank you for your cargo or lead you to a trap.

 

But no, you can't expect to be "solo" and be also able to experience the frontier. That's not how c ivilisation works. Civilisation includes borders and culture. Some people wil lbe psychos, others will be lax, others will be RP, some will be small, some will be big, others running industrial empires with private armies of mercenaries onn their payroll.

Who plays the game right? All of them. All of the worked to get where they are.

Point is, we seen this kind of behavior of people who are "oh, I hates PvP, mimimi" in EVE, when Circle of Two were under fire last November, all fo those "no PvP peopeplke" flooded in favor off the siege fleet agaisnt CO2. All those carebears showed how much of hyenas they are when lynching is involved.

Did CO2 deserve what went down? That's subjective of an opinion, what's objective as an opinion, is I don't trust any risk averse people who only know zerging as a tactic. Cause all those people share the same exact vision.

There are people in these forums wanting to be "smugglers" but NOT smugglers who will have to deal with actual people and actual economy, more like having a glorified Fetch Quest for an NPC. You know, smugglers need connections, need people to look the other way, need someone who wil lbuy the cargo they bring as a smuggler is there to circumvent a cartel's hold on a monopoly - yes, Big Farma has a hold on opioids, that's why drug dealers import herpoine, what's in heroine is inside your paionkillers as well, only one is taxed and the other is not and the taxed product is also regulated and needs a doctor's perscription, woohooo "smugglers bring drugs", no they don't, peopel smuggle wine into muslim countries cause it's illegal, shit, my uncle is working delivery for vinyards, I guess if he puts on a Jacket and makes Harrison F ord smirks he's a smuggler as well, right? LOL.

 

Point is, anything peoiple may want to play they are free to play as, but they'll have to accept some facts. Respecting the culture of each region of space is one of them. You are meant to respect any country's laws in the real world, so will you in DU. If their law is "do not start a fight here you can't finish on your own" you have to accept that. If you bring buddies in a 1vs1, you'll be brutalised and nobody will feel sorry.

If their law is "no outsiders, tresspassers will be brutalised" you went looking for trouble if you ventured near them regardless.

You can stay in Safezones to be "in peace with everyone" or whatever, but you can't expect to see the depth of palyer civilsiation - or get normal prices - in a safezone Safezones will have high prices on markets (cause imports cost), market scams like inside trading, artificial scarcity to drive up prices and profiteering.

Safezones won't be a thing for long, they are just a "secure spawn". You can stay in a safezone and be forever solo, be a netural party anbd be in good terms with other people by COMMUNICATING WITH THEM and asking for a "blue status" on other people and make moeny by trading i-0between larger empires...


Or Join BOO Today! We respect no in-game country's laws, and we only have one code - be polite to your fellow Boobians under our Lord, The Honeybadger. Join BOO today, and be one of the first to try out being pod-dropped into an enemy battleship!

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Just now, blazemonger said:

What you all need to understand is that the mechanics of PVP will be much more intense and require much more collaboration than in any other MMO. There is no 'one pilot flying and controlling everything on a battle cruiser or capital' It's not like EVE where ever ship is one person. You'll need many, many players to man a single carrier or battleship. One lone Wolf can cause a lot more pain than in many other MMO sandbox games.. 

 

In EVE, when I need to I can log in my alt who can jump support to me, I can log in a third character for something else.. Each flying a fully fitted ship with no real change between a frigate or a Titan except for the power and weapons I have at my disposal, the mechanic is mostly the same. This will not work in DU and this is why the fears of those scared of ganks and griefers is not relevant..

 

On the other hand, leave your stuff unguarded or be careless and you stand to lose it all, there is no NPC safe havens everywhere you can just dock up and be untouchable. I can chase you to and in to your house and run you down in DU if you play tricks. Many of the EVE mechanics will simply not apply as there is no safety net for those who strong arm knowing they can run and hide if and when someone actually brings a fight.

Yes, indeed you're right about PvP and multi-crew ships - in EvE, as far as I understand, you were the ship, and not an avatar like in DU.

I cannot say anything about safety mechanics in EVE, as I haven't played the game, not once. I can only say that, DU will somehow find balance between people playing hardcore mode PvP, competitive high-risk, and more casual players, oriented towards neutrality, building, exploring, not messing with people, but careful enough not to tempt you with giving away all the resources for free. I understand the notion of self-defense and I wish it would cost you dearly to attack my settlement, just because you can. I just hope for a right balance, that's all. I may want to join some good and fun community, where I can contribute to mining or manning larger vessel, however it would be fun and interesting not being forced to play only in group in order to just be able to keep going.

I don't know either if all gameplay mechanics regarding safety and control over PvP aspect are already final in DU, and not subject to change, that's why I'm not sure if we already know the final state of things in this matter. We don't know the details of forcefield mechanics around bases/settlements, the stats of ground turrets, or simply how much resources you will need to estabilish any proper defense. Of course, you can always say that no defense is good enough for a proper group of attackers, however it may or may not be worth it to attack someone, depending on cost/reward ratio. It's a matter of fine tunning I guess, and not set in stone, right?

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21 minutes ago, CaptainTwerkmotor said:


Did CO2 deserve what went down? That's subjective of an opinion, what's objective as an opinion, is I don't trust any risk averse people who only know zerging as a tactic. Cause all those people share the same exact vision.

There are people in these forums wanting to be "smugglers" but NOT smugglers who will have to deal with actual people and actual economy, more like having a glorified Fetch Quest for an NPC. You know, smugglers need connections, need people to look the other way, need someone who wil lbuy the cargo they bring as a smuggler is there to circumvent a cartel's hold on a monopoly - yes, Big Farma has a hold on opioids, that's why drug dealers import herpoine, what's in heroine is inside your paionkillers as well, only one is taxed and the other is not and the taxed product is also regulated and needs a doctor's perscription, woohooo "smugglers bring drugs", no they don't, peopel smuggle wine into muslim countries cause it's illegal, shit, my uncle is working delivery for vinyards, I guess if he puts on a Jacket and makes Harrison F ord smirks he's a smuggler as well, right? LOL.

 

 

Just bear in mind - you bring examples from EVE community - some people here, me included, cannot refer to EVE community - we haven't played the game, and we're not responsible for the shape of your universe, nor for the approach of any particular members of that community towards other members of that community. I despise zerging, by the way, doesn't bring me any satisfaction to feel stronger in group.

Ok, I cannot work as advocate for smugglers - I haven't even considered being the one :D

And this narration about heroine, opioids, painkillers - there is no drug mechanics in DU, so your analogy, as complex and interesting as it is, is not refering to DU. In DU there will be no monopoly on some substances (no substances at all!), no patents on drugs, no prescriptions, etc. As far as I know - correct me if I'm wrong. I smuggling mechanics even a planned feature?

About heroine and opioids - heroine is probably much stronger than any opioid prescription drugs (unless we're talking about some hardcore painkillers for terminally ill patients, however you could kill yourself by taking a relatively high dose for a first time), and I wouldn't say that drug dealers import heroine because of bad Big Pharma - they would have been doing it anyways as long as there would be demand for it, and probably it would be. Just as in case of cocaine. Of course, we can always say that, the state should just legalize heroine to prevent smuggling, but that's a much broader topic. Also - synthetic opioids, as far as I know ARE painkillers by design, and they're created by companies to make money by killing people's pain. Prescriptions are a method of limiting access to potentially addictive/dangerous drugs. Of course, some people are just getting addicted, but that's a part of our complex nature and genetic predisposition. I could literally become addicted to my lovely sleeping pills, if I wouldn't adhere to gentlemen's agreement with my doctor. :D Just sayin'. 

ALSO: forgive my grammar. :P

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From what I have seen most comments about PVP (for and against) do not apply as they are often based on another game's mechanics which are vastly different. 

 

IMO and from what I have seen and read 'If you are not my friend you are my enemy' can and will not apply in DU where interaction will be much more focused on how to find ways to collaborate. The NRSI crowd will be isolated and fenced off quicker than you can make a grilled cheese sandwich. NRSI is based on anarchy and top down thinking in a military style. DU seems to me will me much more horizontal than vertical where as long as you can and will take your responsibilities and do your part you will be fine.

 

EVE is about the four big empires and the free for all alliances military organization. While this is part of DU yes, it is also very much about the people down on the planets living their lives and doing there business. You can choose a military/combat/piracy career but you can also choose a civilian or science oriented path. There is some of that in EVE but it is very limited and I believe it will be much more prominent in DU..

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