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ostris

Core DU Gameplay

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I have been on the forums for a little while now and have been trying to spend a lot of time in game play mechanics and idea box areas. I noticed that a lot of people seem to have a different focus on some ideas then me. Such as complex inventory management systems or complex building systems. I figured might be a good idea to rank the top 3-5 core game play concepts you want from DU and in turn the amount of dev time dedicated to them. Also include a short explanation on how complex you want them to be or how detailed they should or shouldn't be. You can be as specific or as generally as you want. I chose mostly to stay on the concepts that the DU dev team has pushed as important via their media but don't feel restricted by that and feel free to include anything here. If having 6 legged creatures, or an extremely realistic physics engine is a top priority for you then make that your number 1.

 

Ranked by importance to me:

1) The large procedural generated universe the allows to emergent game play. I kinda feel like this is THE core item for the game. A world that enables the player made content DU wants. I have no real comments or worries about this. I like the star probe system, size of planets and the universe as we have been told it will be.

 

2) PVP. This is actually my biggest worry about the game. In many interviews they seem to downplay the PVP, yet in every interview and dev blog its mentioned. You want to build the death star, but you have to protect you build site. You want a territory control unit, you have to protect it or people could destroy it, etc etc. The reason I am worried is because if there is PVP it will be mostly forced on everyone. If you want to be a builder someone can knock down your tower, if you want to be a trader someone can steal your stuff. From the current dev blog the only non pvp zone will be a very small area(considering the size of the universe) around the ark ship and possibly a very difficult path to create small non pvp zones. That means that pvp will be forced on you if you play this game. Because of this I feel like combat systems should be the most fleshed out and well done portion of the game outside of the universe itself. I worry because they vocally downplay it when talking about the game. Usually saying its a Building game first. If they neglect the pvp and combat systems it has a chance to very negatively impact every aspect of the game. If someone want to be a trader and gets all their stuff stolen because the combat mechanics are not well thought out, they may just stop playing the game.

 

3/4 Building and territory control. I have combined these because i think combining them are required for gameplay. Games that allow you to build anymore with no restriction usually end up having barren server and abused mechanics(looking at you Ark). I feel like the territory control allows for a much more well thought out building mechanic. As far as building mechanics I feel like they should be simple, with most things shared through any single object. Storage power fuel weapons etc should simply be able to be controlled by panels anywhere on the object and by simply attaching things to the object they will have the power. The restrictions are based on the amount of power needed and resources, not  so much on the tedious assembly and connection of elements.

 

5) Economics and trade. I have a lot of questions about the economy and have mentioned them in several other topics. Simply put I want to know how money will leave and enter the economy. Other then that the idea of localized trade and transporting goods seems pretty fun. I feel like the info we have on DU's idea for trade is good enough for me as this is a lower priority.

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Abut the possibility of any one destroy your buildings, i think they will create some kind of claim rule, where you could claim a bubble of area and only you and your allowed can edit / destroy 

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Abut the possibility of any one destroy your buildings, i think they will create some kind of claim rule, where you could claim a bubble of area and only you and your allowed can edit / destroy 

 

 

 

"Territory is closely linked to what we call the right and duty management system, so it’s all about how you will be able to say for a given asset who has the right to use it who has the right to sell it, who has the right to benefit from it.

 

So I won’t go into details, because it would be a bit long, but the idea of a territory is that it’s a land asset. Once you own a territory, which is basically something like a 1km radius area on a planet, you have the right to set the permissions for other people to mine this territory or to start building things on it, like having a house or something built on this territory. You may also set entry rights, who has the right to enter the territory. It’s not set yet whether this will be a strong impossibility for people to enter the territory, or if they will just be flagged as outlaw if they do , if they enter even if they don’t have the right. So this is still in discussion, but the idea of a territory is that you get control of land assets. And to do that, you will be able, you will have to actually plant what is called a territory unit into this tile basically of space on the planet.

 

And if you do that, then you acquire the territory. Of course people can actually take it back from you, you can attack this territory unit, you can hack it, you can take control of the territory if you don’t protect it enough."

 

 

- JC during the GrayStillPlays Interview on August 6th 2016

 

 

Based on that, and more information from the aforementioned interview, it seems that there will be "safe zones" that can be discovered, but otherwise a player controlled territory will be attackable and claimable. 

 

There was a recent interview where JC compared protecting your territory to trying to invade the United States. Wherein the US has built up a massive military infrastructure that would make it extremely difficult for an invader to take over. In a similar aspect, protecting a territory will require resources and money. It will only be as safe as the amount of effort and resources put in to protect it. 

 

So claiming territory doesn't just give you the ability to defend it without any resources or effort, you won't just be able to deny anyone the ability to attack you without first building defenses. 

 

 

 

People should not just get the ability to avoid all PVP just because they want to be builders in the game. You have to remember that this is an MMO where the focus is on community and emergent gameplay. If you want to avoid being attacked, you should join up with a group that is going to defend your territory. You shouldn't just expect to be able to play the game casually without any fear of being attacked, unless of course you opt for living in one of the rare discoverable safe zones. 

 

That's all part of being in a sandbox game. 

 

 

 

In response to Ostris - The procedurally generated universe is absolutely not the core part of the game. This has been stressed in several interviews. They know that they could use "billions of trillions of planets" for marketing, but that's not the point. They are more focused on having planets be full of players and having vibrant active worlds than they are just giving people the ability to have their own planet. 

 

If there's a "most important" piece, it's the networking technology. The whole game has been designed and built from the ground up around the idea of having thousands of players in one single shard world. They want to be able to support all of those players and their large constructions (ships, buildings, etc.) first and foremost. It is the biggest selling point about the game, having a single shard shared game world for thousands of players. If they can't get that one piece working, the rest will fall apart. 

 

 

Again, if you want to avoid PVP you will have to work for it, or opt for living in a small safe zone somewhere. It's an MMO, go find people who are willing to defend you, or join up with a large group that has the capability of defending their territories. 

 

That's not to say you can't be a hermit in the game, but it will be much more difficult for you, and ultimately you probably will end up coming back to civilization to access the markets for food/supplies/whatever. 

 

If people rage quit and stop playing because they were gunned down while carrying a ton of cargo, that's on them for not hiring an escort squadron to defend them. It happens in Eve Online all the time. 

 

It's not that the game is going to force PVP on you, it's that the game is giving you almost limitless options for choosing how to defend your stuff, and if you choose to ignore all of those options then you should suffer the consequences for it. 

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Abut the possibility of any one destroy your buildings, i think they will create some kind of claim rule, where you could claim a bubble of area and only you and your allowed can edit / destroy

 

I don't think that will happen.

 

Read the blog dev blog about teritory.

 

Ther will be the possibility to owe territory and block editing by others. But only via a territory controle unit which will indeed not be to easy to be build, set up and destroyed by others.

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"Territory is closely linked to what we call the right and duty management system, so it’s all about how you will be able to say for a given asset who has the right to use it who has the right to sell it, who has the right to benefit from it.

 

So I won’t go into details, because it would be a bit long, but the idea of a territory is that it’s a land asset. Once you own a territory, which is basically something like a 1km radius area on a planet, you have the right to set the permissions for other people to mine this territory or to start building things on it, like having a house or something built on this territory. You may also set entry rights, who has the right to enter the territory. It’s not set yet whether this will be a strong impossibility for people to enter the territory, or if they will just be flagged as outlaw if they do , if they enter even if they don’t have the right. So this is still in discussion, but the idea of a territory is that you get control of land assets. And to do that, you will be able, you will have to actually plant what is called a territory unit into this tile basically of space on the planet.

 

And if you do that, then you acquire the territory. Of course people can actually take it back from you, you can attack this territory unit, you can hack it, you can take control of the territory if you don’t protect it enough."

 

 

- JC during the GrayStillPlays Interview on August 6th 2016

 

 

Based on that, and more information from the aforementioned interview, it seems that there will be "safe zones" that can be discovered, but otherwise a player controlled territory will be attackable and claimable. 

 

There was a recent interview where JC compared protecting your territory to trying to invade the United States. Wherein the US has built up a massive military infrastructure that would make it extremely difficult for an invader to take over. In a similar aspect, protecting a territory will require resources and money. It will only be as safe as the amount of effort and resources put in to protect it. 

 

So claiming territory doesn't just give you the ability to defend it without any resources or effort, you won't just be able to deny anyone the ability to attack you without first building defenses. 

 

 

 

People should not just get the ability to avoid all PVP just because they want to be builders in the game. You have to remember that this is an MMO where the focus is on community and emergent gameplay. If you want to avoid being attacked, you should join up with a group that is going to defend your territory. You shouldn't just expect to be able to play the game casually without any fear of being attacked, unless of course you opt for living in one of the rare discoverable safe zones. 

 

That's all part of being in a sandbox game. 

 

 

 

In response to Ostris - The procedurally generated universe is absolutely not the core part of the game. This has been stressed in several interviews. They know that they could use "billions of trillions of planets" for marketing, but that's not the point. They are more focused on having planets be full of players and having vibrant active worlds than they are just giving people the ability to have their own planet. 

 

If there's a "most important" piece, it's the networking technology. The whole game has been designed and built from the ground up around the idea of having thousands of players in one single shard world. They want to be able to support all of those players and their large constructions (ships, buildings, etc.) first and foremost. It is the biggest selling point about the game, having a single shard shared game world for thousands of players. If they can't get that one piece working, the rest will fall apart. 

 

 

Again, if you want to avoid PVP you will have to work for it, or opt for living in a small safe zone somewhere. It's an MMO, go find people who are willing to defend you, or join up with a large group that has the capability of defending their territories. 

 

That's not to say you can't be a hermit in the game, but it will be much more difficult for you, and ultimately you probably will end up coming back to civilization to access the markets for food/supplies/whatever. 

 

If people rage quit and stop playing because they were gunned down while carrying a ton of cargo, that's on them for not hiring an escort squadron to defend them. It happens in Eve Online all the time. 

 

It's not that the game is going to force PVP on you, it's that the game is giving you almost limitless options for choosing how to defend your stuff, and if you choose to ignore all of those options then you should suffer the consequences for it.

Thats actually not what he talked about.

 

He stated that PvP won't be avoidable.

What he demanded, was for the pvp to work smoothly. A bad and unbalanced PvP will be something with a hige potential to break the game given that PvP won't be avoidable.

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"Territory is closely linked to what we call the right and duty management system, so it’s all about how you will be able to say for a given asset who has the right to use it who has the right to sell it, who has the right to benefit from it.

 

So I won’t go into details, because it would be a bit long, but the idea of a territory is that it’s a land asset. Once you own a territory, which is basically something like a 1km radius area on a planet, you have the right to set the permissions for other people to mine this territory or to start building things on it, like having a house or something built on this territory. You may also set entry rights, who has the right to enter the territory. It’s not set yet whether this will be a strong impossibility for people to enter the territory, or if they will just be flagged as outlaw if they do , if they enter even if they don’t have the right. So this is still in discussion, but the idea of a territory is that you get control of land assets. And to do that, you will be able, you will have to actually plant what is called a territory unit into this tile basically of space on the planet.

 

And if you do that, then you acquire the territory. Of course people can actually take it back from you, you can attack this territory unit, you can hack it, you can take control of the territory if you don’t protect it enough."

 

 

- JC during the GrayStillPlays Interview on August 6th 2016

 

 

Based on that, and more information from the aforementioned interview, it seems that there will be "safe zones" that can be discovered, but otherwise a player controlled territory will be attackable and claimable. 

 

There was a recent interview where JC compared protecting your territory to trying to invade the United States. Wherein the US has built up a massive military infrastructure that would make it extremely difficult for an invader to take over. In a similar aspect, protecting a territory will require resources and money. It will only be as safe as the amount of effort and resources put in to protect it. 

 

So claiming territory doesn't just give you the ability to defend it without any resources or effort, you won't just be able to deny anyone the ability to attack you without first building defenses. 

 

 

 

People should not just get the ability to avoid all PVP just because they want to be builders in the game. You have to remember that this is an MMO where the focus is on community and emergent gameplay. If you want to avoid being attacked, you should join up with a group that is going to defend your territory. You shouldn't just expect to be able to play the game casually without any fear of being attacked, unless of course you opt for living in one of the rare discoverable safe zones. 

 

That's all part of being in a sandbox game. 

 

 

 

In response to Ostris - The procedurally generated universe is absolutely not the core part of the game. This has been stressed in several interviews. They know that they could use "billions of trillions of planets" for marketing, but that's not the point. They are more focused on having planets be full of players and having vibrant active worlds than they are just giving people the ability to have their own planet. 

 

If there's a "most important" piece, it's the networking technology. The whole game has been designed and built from the ground up around the idea of having thousands of players in one single shard world. They want to be able to support all of those players and their large constructions (ships, buildings, etc.) first and foremost. It is the biggest selling point about the game, having a single shard shared game world for thousands of players. If they can't get that one piece working, the rest will fall apart. 

 

 

Again, if you want to avoid PVP you will have to work for it, or opt for living in a small safe zone somewhere. It's an MMO, go find people who are willing to defend you, or join up with a large group that has the capability of defending their territories. 

 

That's not to say you can't be a hermit in the game, but it will be much more difficult for you, and ultimately you probably will end up coming back to civilization to access the markets for food/supplies/whatever. 

 

If people rage quit and stop playing because they were gunned down while carrying a ton of cargo, that's on them for not hiring an escort squadron to defend them. It happens in Eve Online all the time. 

 

It's not that the game is going to force PVP on you, it's that the game is giving you almost limitless options for choosing how to defend your stuff, and if you choose to ignore all of those options then you should suffer the consequences for it. 

 

 

I would disagree completely on your thoughts for procedural generation. Your argument is all about millions or billions of planets. I agree that is not a great selling point. Bur procedural generation is 100% needed in a game of this size and most be done well. Even just a single planet the size of the one shown in the demo would have takes months or possibly years to make without procedural generation. All the elements and resource would have to be placed by hand over the whole surface and according to the last dev blog up to 1km deep just to have one planet that fits their vision. Also with the idea that you can shape and change the environment lends itself to procedural generation. If it can be taken apart piece by piece it should be build that way as well.

 

Also not sure what you mean when you refer to avoid pvp. PvP was second on my list because i feel like its the second most important aspect of the game. I will be PvPing a lot and feel like it should not be avoidable. The issue that i have is not about avoiding pvp but rather if the pvp and combat is done poorly it will greatly hurt all aspects of the game.

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