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Thread Statistics | Show CCP posts - 66 post(s) |
lateriss
ObscuriLateris
10
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Posted - 2014.06.02 22:13:00 -
[121] - Quote
When I think of Drones I am thinking in terms as a pilot in space where we have control and behavior options. Drones orbiting targets, combat drones, sentry drones, electronic warfare drones, salvage drones, mining drones, etc. This works in space. I have to ask what are the limits within a planets surface? What are there sizes? What are there animations/ Drones in Eve Legion = so cool!
Can we see some concept art for your drones? |
Magpie Raven
ZionTCD Top Men.
437
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Posted - 2014.06.03 01:26:00 -
[122] - Quote
What would make for interesting ways to search for good salvage? Encounters: Simple and easy looting of recent battles. Easy to find and easy to retrieve. Larger quantity with a lower chance of high quality Random- This includes coming across random bodies and vehicle wrecks that when accessed contain components, scrap, ammunition and usable gear. Wrecks should be random and scattered around. They stay in one place until looted then eventually respawn with new stuff in another location at a later time.
Intentional- Scanners or salvage drones could be used to find larger looting sites with a higher concentration of stuff. Things like the site of a skirmish between two forces which would have many corpses and wrecks to loot. Or larger vehicle wrecks. Sizes could range from relatively small to fairly large sites. The quantity of loot would be higher but there would be more risk because such places tend to draw other would be looters.
Underground: Hard to find and difficult to retrieve. Basically it is stuff forgotten about or overlooked that gets buried. Player must locate the underground anomaly and dig it out using drones or a tool of some kind. The process takes a while during which the player is at risk. However the rewards are better. Either it is damaged beyond repair from being underground or it has been preserved. Could be old weapons, dropsuits, or whole vehicles Small quantity with a higher chance of quality
The actual salvage process Each body or wreck must be hacked by the player. This should take some time depending on the actual size of the wreck. Once hacked, the items would then be moved from the wreck to the players inventory or storage vehicle. It should not be as simple as just hacking it then its yours. Salvage should have to be transported around and be a physical thing. To be taken into orbit when the merc leaves the surface |
Magpie Raven
ZionTCD Top Men.
438
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Posted - 2014.06.03 01:32:00 -
[123] - Quote
The use of personal drones would be perfect for this type of gameplay. Salvage Drones- A sort of scouting drone. Players would send them out and the drone would search out and mark down possible locations of salvagable materials. It would also let you know if it detects enemies near it. That way the player can either avoid other mercs or actively search them out to team up or try to steal their stuff Since im expecting some sort of hacking to be required in the salvaging process. The Salvage Drone could also be given a command to not just search out sites but actually start the hacking process so that when you arrive all you need to do is pick it up. Combat Drones- Im thinking along the lines of the lone player. He could use them as back up incase of a fight or send them out with the Salvage Drone to try and stall any would be opportunists from stealing his loot |
Maken Tosch
DUST University Ivy League
8736
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Posted - 2014.06.03 01:37:00 -
[124] - Quote
Magpie Raven wrote:What would make for interesting ways to search for good salvage? Encounters: Simple and easy looting of recent battles. Easy to find and easy to retrieve. Larger quantity with a lower chance of high quality
Random- This includes coming across random bodies and vehicle wrecks that when accessed contain components, scrap, ammunition and usable gear. Wrecks should be random and scattered around. They stay in one place until looted then eventually respawn with new stuff in another location at a later time.
Intentional- Scanners or salvage drones could be used to find larger looting sites with a higher concentration of stuff. Things like the site of a skirmish between two forces which would have many corpses and wrecks to loot. Or larger vehicle wrecks. Sizes could range from relatively small to fairly large sites. The quantity of loot would be higher but there would be more risk because such places tend to draw other would be looters.
Underground: Hard to find and difficult to retrieve. Basically it is stuff forgotten about or overlooked that gets buried. Player must locate the underground anomaly and dig it out using drones or a tool of some kind. The process takes a while during which the player is at risk. However the rewards are better. Either it is damaged beyond repair from being underground or it has been preserved. Could be old weapons, dropsuits, or whole vehicles Small quantity with a higher chance of quality
The actual salvage process Each body or wreck must be hacked by the player. This should take some time depending on the actual size of the wreck. Once hacked, the items would then be moved from the wreck to the players inventory or storage vehicle. It should not be as simple as just hacking it then its yours. Salvage should have to be transported around and be a physical thing. To be taken into orbit when the merc leaves the surface
An acceptable concept for me. Some of the loot we find should be tied somehow to recent battles.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Magpie Raven
ZionTCD Top Men.
438
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Posted - 2014.06.03 01:54:00 -
[125] - Quote
What kind of player interaction do you think would be interesting? I think a system of first come first serve would be interesting. When a player gets to an area that is currently unoccupied they can put down a beacon letting other players know that the site is claimed and that they are asking for a fight if they enter it. It would include sensors that let the player know when someone crosses into the area.
This could lead to interesting situations where multiple small groups come across a possibly lucrative area. They can either use proxy chat to negotiate terms and share it, or they can shoot each other until only one group is left in order to lay claim to it. When one group succeeds they continue about their salvaging business until someone else challenges them. Even if it does not functionally do anything other than warn others off, it still would be important tool i think in securing an area. Just psychologically it would be interesting.
A benefit is that it would be useful for newer players to avoid being slaughtered when they accidentally cross into another groups perceived territory without knowing why. And it would also function as a warning system letting players know that they are potentially under attack. No one likes going about their salvaging business then suddenly getting shot to pieces with no warning.
Another cool aspect is that this leaves options open for players to fit suits specifically so they can sneak past the sensor without the owner being notified. Then they could wreak havoc by either assassinating the owner of the sensor or simply disabling it letting their buddies into the area unnoticed
Simply put its a warning system. It lets others know that you wish to challenge them for whatever loot they are working on, and lets you know if you are under attack, while also leaving room for sabotage and sneaky tactics. The player can then scan the enemy and assess the situation. Either run to fight another day or fight for whats yours |
Magpie Raven
ZionTCD Top Men.
438
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Posted - 2014.06.03 02:20:00 -
[126] - Quote
What kind of player interactions do you think would be interesting?
There should be a variety of sites that have the potential to cause massive fights between players. Maybe its a crashed ship or an ancient battlefield.
Small skirmishes are bound to happen but there needs to be the potential for large unscripted battles that start out a small unorganized shootout and becomes a massive organized effort due to everyone calling in reinforcements. |
Magpie Raven
ZionTCD Top Men.
438
|
Posted - 2014.06.03 02:33:00 -
[127] - Quote
How do you think drones should behave? There needs to be a very large diversity in drone types and operating procedures. There needs to be enough drone types of varying intelligence so that the difficulty can be ramped up at lower sec levels without just increasing the number of drones. Out on the field I think some more passive drones should be focused on salvaging and not fighting only attacking if provoked while others are more combat oriented. Attacking if they notice you. Others even are actively searching out mercs to kill. The drones should never retreat. They keep fighting until either you or it is dead.
Swarm tactics should be commonly used by the smallest drone types however simply using a hoard style strength in numbers type method should be avoided I think. This would quickly get boring if that is how you plan to increase the difficulty. Drones should become more dangerous and harder to defeat through not just numbers but also interesting weapon combos, surprise attacks, simple tactics, and an increasing mix of drone types. Save the hoard stuff for Sansha |
Magpie Raven
ZionTCD Top Men.
438
|
Posted - 2014.06.03 02:51:00 -
[128] - Quote
How do you think drones should behave?
Why not include massive Player versus Drone events? Every once in a while say a drone Hive begins to get out of control and an alert is sent out to all nearby mercs telling them their assitance is needed. Instead of players fighting other players. Mercs could all sort of band together to fight the drones. It should be huge on an epic scale. Fighting happening across the whole district. With the difficulty increasing as more and more players join. I would love to see this happen. Just imagine hoards of drones filling the empty spaces of a district just rushing into the firing lines of us mercenaries, ripping them apart with plasma, laser, rail, and projectile tech. While jets do strafing runs and tanks take aim at the monstrous mechanical creatures the Hive Queen has made. Eventually the players would destroy the Queen and the Hive. Say certain drone structures need to be destroyed in order to make the Hive Core vulnerable. No time limits. It takes as long as it takes or until the players cant afford to continue fighting. I think the possibility of defeat would be very cool
These kinds of in game things would do wonders in uniting players together in a pulse pounding battle that everyone will talk about afterwards. There could be similar things done with Sanshas Nation. Except Zombies instead of Drones. The enemies tactics would obviously be very different and the conditions of victory would change. (Slow dumb hard to kill Zombies mixed with more intelligent soldiers would be a very interesting enemy to fight.)
Obviously corporations would get involved and certain people would take charge of the effort. However the most interesting thing would be what happens after the battle. During the fight everyone is working together against a common enemy. Afterwards I think it would be fun to watch as things turn into a total crapshoot as all the various factions and corps turn on each to salvage the battlefield |
Kevall Longstride
DUST University Ivy League
1379
|
Posted - 2014.06.03 08:37:00 -
[129] - Quote
My thinking is that the current Incursion mechanic in Eve would be your best model in terms of how hard these salvage sorties should get.
I would want the hardest of them in Null sec and make the Drones there, at least as hard to take down as a HAV is now. The point being that turning on your team to steal their loot should be a very risky enterprise as a huge amount of co-operation will be needed to complete such Null sec salvaging.
I would also like the Legion equivalent of the Squad Finder be able to advertise Salvage Sorties like Incursion Fleets do now in the Fleet Finder in Eve.
In term of the salvage itself, I understand the common, un-common and rare items that Z spoke of in his Fanfest presentation is likely to equate to High Sec, Low and Null Sec. But with his idea of switching to a BPO suit, have their been any thoughts as to BPO suits being part of the salvage?
This would be an interesting concept and an SP sink too if for instance a BPO suit found in Null sec was essentially an officer suit from a Faction in Eve.
Take for instance discovering a Mordu's Legion Assault suit with an extra Low Slot over a Proto Gallante Assault but requiring not only to be fully specced into the Gallante Assault role but Caldari Logistics as well before you could use it?
It might make balancing a bit more difficult but being able to own and operate such a suit would be a terrific goal for a player to aspire to and provide a massive SP sink to increase the game longevity and push players to spec into other roles and not just the FOTM's.
CPM1 Candidate
CEO of DUST University
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CCP Wolfman
C C P C C P Alliance
2969
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Posted - 2014.06.03 09:33:00 -
[130] - Quote
Just so you know, I'm still alive and reading. Just been a bit busy. Will catch up on this thread soon. |
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SponkSponkSponk
The Southern Legion Final Resolution.
860
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Posted - 2014.06.03 10:56:00 -
[131] - Quote
CCP Wolfman wrote:Just so you know, I'm still alive and reading. Just been a bit busy. Will catch up on this thread soon.
It might help if you put a few thoughts out there to give us a framework to build off.
I.e.What are three concepts that CCP Wolfman wants us to understand about how he envisages salvage gameplay?
Dust/Eve transfers
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Kincate
DUST University Ivy League
54
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Posted - 2014.06.03 11:28:00 -
[132] - Quote
CCP Wolfman wrote:DAMIOS82 wrote:That paying for clones before deploying sounds interresting. Is there going to be a set limit on how many you can buy or is it so that if i want to deploy with 10/25/50/100 clones and i have the isk i can do so. Kinda like isk vs reward/loot. Do i spend alot on the clone pack to get all loot or do i spend on a small number, but risk getting killed before i get all loot. We're thinking there will be a limit yes, I think it's important to maintain that feeling of risk and loss. We've not designed it yet though so feel free to toss ideas about. We're also still discussing if we will put limitations on gear as well i.e. you can only take x much stuff with you. No solid design there yet either so any ideas would be cool.
Well the idea of limited resources is very Eve like. Perhaps a skill Clone Management or something which influences the amount of clones you can have actively awaiting you. This could either fit in very well or very poorly when you start to develop other aspects of the game such as the corporate on corporate planetary invasions.
The thing is you might also consider the limitations being purely logistical. If your place is a physical location with physical items (virtually) and lets say all your assets are in Jita, and there is an open area in Ostingelle what you have in Ostingelle should consist of what you have or what you can move there. This might also not work well with any plans to create a quick play option.
Last thing I will post on this for now, Clone depots, given a specific area (Region, Constellation, etc) There could be a "Clone Depot" where you purchase your clones from and those clones are only usuable for that Depot's region.
1st Legionhaire
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Fox Gaden
Immortal Guides
3573
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Posted - 2014.06.03 12:09:00 -
[133] - Quote
God Hates Lags wrote:This is a great idea, but I have some concerns. Dust514, which I presume Legion will be at least something like given that its using all of its code, is a team based game. Perhaps one of the most team oriented games on the market. Given this the introduction of a free for all mode will be challenging for a number of reasons.
1. Vehicles already need at least two people working in coordination to take them down. Using an AV weapon in a free for all mode will make you ripe for ganking, so no one will use them. This means that Vehicles will reign supreme unless they are specifically forbidden in this gamemode.
2. Even with that, dedicated Logis will be essentially left out of this gamemode as they will be useless. CCP has stated that it wants to favor increased specialization with its new progression system and developing an entire gamemode that excludes a large number of roles is not a good idea.
3. Heavies too will be at a disadvantage in a speed-based race against the clock gamemode. I can see them still being used sparingly depending on map size but overall they will probably take a backseat as well.
This leaves scouts and assaults as viable options in this gamemode assuming vehicles are prohibited. Of these two, even if assaults as significantly buffed from where they are now, I see scouts as the true champions of this gamemode because of their speed and their ability to cloak, which allows them to avoid engagements other classes would be forced into. While the others are fighting scouts could safely sneak past them and get the goods or easily stealth kill the survivors of other engagements.
This gamemode, as I see it now, is much too limiting in terms of which classes would dominate it. You need to find a way to make every role competitive.
As a side note, while free-for-all is good, I would also love to see a team based salvage gamemode, even one where eve pilots can orbital and also scan down the planet for enemies, being attacked of course, periodically by NPCs in league with the drones. My understanding was that you could specify which Region/Planet/District you que into, so if you want to play as a team, then you and your friends/Corp/Alliance just que for the same salvage district. As long as it is not full you should all get in and be able to play together.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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calisk galern
BurgezzE.T.F General Tso's Alliance
2531
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Posted - 2014.06.03 12:10:00 -
[134] - Quote
my main question about this is why in gods name is nobody making weapons for the legion users....
is their a fluff reason nobody in eve's industrial focused economy wants to make weapons for these planet battles. |
steadyhand amarr
shadows of 514
3143
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Posted - 2014.06.03 12:48:00 -
[135] - Quote
Concorde i dont think we are going to be a legal thinh for much longer and will be legging it to the free factions just a hunch :-P
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
533
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Posted - 2014.06.03 12:58:00 -
[136] - Quote
calisk galern wrote:my main question about this is why in gods name is nobody making weapons for the legion users....
is their a fluff reason nobody in eve's industrial focused economy wants to make weapons for these planet battles.
Sansha Kuvakei was a wealthy Caldari industrial mogul whose family had made its fortune in armament manufacturing during the Gallente-Caldari War.
As soon as my EVE chars can make weapons and equip for Legion, i hope nobody else does it too so i can be like Sansha =p |
Fox Gaden
Immortal Guides
3574
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Posted - 2014.06.03 15:11:00 -
[137] - Quote
Salvage Companies, Digital Tokens, & Universal Inventory
Digital Tokens:
With the ability to download into a clone half way across the galaxy, you can travel a the speed of data, but your stuff canGÇÖt.
To accommodate the logistical challenges that this poses, the Universal Inventory Corporation created the Digital Token system, so that your stuff can travel at the speed of data as well. A Digital Token represents ownership of an item. When you spawn into battle, 1 Digital Token is transferred to the Corporation operating the Warbarge for every item on your fit. If you donGÇÖt die, you get the Digital Tokens back at the end of the match when you turn in your gear. If you do die and lose the gear, then the Corporation can redeem those Digital Tokens at a Universal Inventory warhouse to replenish their inventory, so that the Corporation is reimbursed for any gear that is lost (with the exception of gear lost when the MCC blows up, which is a direct financial loss to the Corporation).
This places the fiscal risk on the Mercenary rather than the Corporation. Before this system was in place, the Corporations wanted to impose standard cheap fits to reduce their financial risk. The Mercenaries felt that they knew better what equipment worked best in the heat of battle. With the new system the Corporations would still provide the standard fits (starter fits) but Mercenaries can buy Digital Tokens with their own ISK which they can redeem with the Corporations to be able to use better gear. Thus the Corporations did not have to take the financial hit if expansive gear was lost in battle.
The key to the system is that the physical items are not sold. They can only be exchanged for the correct Digital Token. Instead it is the Digital Token which is sold.
Salvage Companies:
Salvage Companies operate Warbarges as well, but they are not hiring Mercenaries to fight battles for them. Instead they are selling their services to the Mercenaries. Once a Salvage Company finds a promising salvage area, they will advertize it, and Mercenaries will purchase batches of clones from the Salvage CompanyGÇÖs Warbarge, and redeem Digital Tokens to fit those clones, in order to search for salvage.
When an item is salvaged it is turned over to the Salvage Company, which enters it into the Universal Inventory database, and provides the Mercenary who found the item with a Digital Token, provided by Universal Inventory, for that item (make & model). Once the Digital Token has been provided to the Merc, the item belongs to Universal Inventory. The Salvage Company will tern in all such items at a Universal Inventory warehouse at the end of their salvage mission. The Salvage Companies make their profit from a markup on the clone price which they charge to the Mercenaries who use their services.
Universal Inventory:
Universal Inventory is actually a Corporation that runs the Digital Token system. Universal Inventory makes its profit off of small service charges on every transaction. When an item is entered into Universal InventoryGÇÖs database, Universal Inventory takes the physical item in exchange for a Digital Token which represents ownership of 1 of that item.
When a Corporation fits out a Warbarge they need to purchase a complete inventory of every item their Mercenaries might need in battle while the Warbarge is deployed. To stock the Warbarge these Corporations go to Universal Inventory and turn over a Digital Tokens for each item that they need. If they donGÇÖt have the necessary Digital Tokens, then they must buy them from the market. This results in a large percentage of the Digital Tokens returning to Universal Inventory.
When an item is destroyed in battle, that item is removed from the Universal Inventory database, and Universal Inventory then destroys one of the Digital Tokens in its possession. This insures that there is only 1 Digital Token in circulation for every physical item being tracked in the Universal Inventory database. If Universal Inventory accumulates more Digital Tokens than they need to insure the balance of Tokens to Items, then they will sell the excess Digital Tokens on the open market, and those tokens can then be used to redeem items from Universal Inventory warehouses.
Life Cycle of Salvaged Items:
- Mercenary finds an item, which is given to a Salvage Company in exchange for a new Digital Token. - Salvage Company turns the item over to Universal Inventory. - Combat Corp acquires Digital Tokens, which they give to Universal Inventory in exchange for the physical items those tokens represent, in order to fill the inventory on their Warbarges. - When a Mercenary spawns into battle the Corporation which owns the Warbarge exchanges the item for an appropriate Digital Token. - Item is lost in battle and the Combat Corp notifies Universal Inventory that the item is lost. Universal Inventory destroys one of the Digital Tokens in their possession.
Life Cycle of a Digital Token:
The Digital Toke is created when the Salvaged item is entered in the Universal Inventory database, and a Digital Token is destroyed when the item is removed from the Universal Inventory database.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Severus Smith
Caldari State
544
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Posted - 2014.06.03 18:15:00 -
[138] - Quote
I don't know if it's been mentioned on how exactly we will be salvaging. But here's my two cents:
I don't want to run around with a salvaging laser shooting at the ground. That to me is just silly, and boring. What I would love is to deploy to a salvage site, find a good area, and then call in a "Terrestrial Salvager". This would be a large NPC vehicle that I need to defend while it salvages the immediate area. Rogue drones hate it - and thus try to destroy it - so they would be my main adversary, but enemy players can also try to capture it (very hard) or destroy it to ruin my day. They could also call in their own Salvager nearby and we could work together to defend the area...
This makes salvaging missions more defense based. I deploy, find a good salvage site, call in a Salavger, defend it for the X minutes it takes to salvage the area, then it takes off with the salvage loot and I either undeploy or do it all again at another salvage site.
The lower the sec status, and the more drones in the area, equals much better salvage and much stronger Rogue Drones. |
Jadek Menaheim
Ancient Textiles.
3157
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Posted - 2014.06.03 18:19:00 -
[139] - Quote
@Severus Smith Agreed. I do not want to revisit the days of sweating in Entropia Universe.
Where does you CPM 1 Candidate Stand? Visit the Super P.A.C Contribution Log
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Godin Thekiller
shadows of 514
2511
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Posted - 2014.06.03 18:26:00 -
[140] - Quote
Fox Gaden wrote:steadyhand amarr wrote:I like the idea that you can only store so much gear and if u want more you need to buy or rent bigger warehouse spaces so when you deploy planet side, you get a cargocan worth of space but you need to buy more cans if you end up with a really good haul.
Uuhh put another way, all gear should by a physical thing that moves and or is stored somewhere. So one day if a mcc is shot down the attackers or defenders can scramble to get all the left over goodies :-P also a very easy to explain slavage sites in the first place.
Also more goods for logi egg heads to ship about filling transport demand too and from new salvagesites(that idea alone gives me goosebumps :-P) Good point. When an MCC is blown up at the end of a Skirmish match, it is not just the gear lost during the battle that would be salvageable. All of the Infantry gear and vehicles that were in the MCC would get scattered across the landscape when it blows up. Although only some of it would be in usable condition.
The gear is not stored in the MCC, nor is any vehicles..............
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
shadows of 514
2511
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Posted - 2014.06.03 18:30:00 -
[141] - Quote
Natu Nobilis wrote:calisk galern wrote:my main question about this is why in gods name is nobody making weapons for the legion users....
is their a fluff reason nobody in eve's industrial focused economy wants to make weapons for these planet battles. Sansha Kuvakei was a wealthy Caldari industrial mogul whose family had made its fortune in armament manufacturing during the Gallente-Caldari War. As soon as my EVE chars can make weapons and equip for Legion, i hope nobody else does it too so i can be like Sansha =p
Why would you want to be a phyco who controls the people we call zombies?
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
shadows of 514
2511
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Posted - 2014.06.03 18:34:00 -
[142] - Quote
Severus Smith wrote:I don't know if it's been mentioned on how exactly we will be salvaging. But here's my two cents:
I don't want to run around with a salvaging laser shooting at the ground. That to me is just silly, and boring. What I would love is to deploy to a salvage site, find a good area, and then call in a "Terrestrial Salvager". This would be a large vehicle that I need to defend while it salvages the immediate area. Ratshate it - and thus try to destroy it - so they would be my main adversary, but enemy players can also try to capture it (very hard) or destroy it to ruin my day. They could also call in their own Salvager nearby and we could work together to defend the area...
This makes salvaging more defense based. I deploy, find a good salvage site, call in a Salavger, defend it for the X minutes it takes to salvage the area, then it takes off with the salvage loot and I either undeploy or do it all again at another salvage site.
The lower the sec status, and the more rats in the area, equals much better salvage and much stronger Rats.
Fixed. There shouldn't only be one enemy NPC type; that would get boring.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
shadows of 514
2511
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Posted - 2014.06.03 18:35:00 -
[143] - Quote
That looks god awful (never played, and now I don't want to )
click me
Blup Blub Bloop. Translation: Die -_-
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Jadek Menaheim
Ancient Textiles.
3157
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Posted - 2014.06.03 18:46:00 -
[144] - Quote
Godin Thekiller wrote:That looks god awful (never played, and now I don't want to ) The thing about Entropia universe is the creators of the game allow player to turn in-game currency (PEDs) into real world cash. You are also able to purchase in-game land and essentially make money off collecting rent from players who use the land. Sweating is the very basic component of the game, which also allows you to make money. People who are very poor in RL have actually made enough to get by through sweating in a video game.
http://www.escapistmagazine.com/news/view/123163-Virtual-Moon-Over-Entropia-Universe-Sells-For-150-000
Where does you CPM 1 Candidate Stand? Visit the Super P.A.C Contribution Log
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Maken Tosch
DUST University Ivy League
8738
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Posted - 2014.06.03 19:36:00 -
[145] - Quote
Jadek Menaheim wrote:Godin Thekiller wrote:That looks god awful (never played, and now I don't want to ) The thing about Entropia universe is the creators of the game allow player to turn in-game currency (PEDs) into real world cash. You are also able to purchase in-game land and essentially make money off collecting rent from players who use the land. Sweating is the very basic component of the game, which also allows you to make money. People who are very poor in RL have actually made enough to get by through sweating in a video game. http://www.escapistmagazine.com/news/view/123163-Virtual-Moon-Over-Entropia-Universe-Sells-For-150-000
But is that kind of system balanced at all? I never played it but I doubt it, though. If someone is able to farm the in game currency effectively enough, wouldn't the value of said currency diminish over time?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Severus Smith
Caldari State
544
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Posted - 2014.06.03 21:39:00 -
[146] - Quote
Godin Thekiller wrote:Severus Smith wrote:I don't know if it's been mentioned on how exactly we will be salvaging. But here's my two cents:
I don't want to run around with a salvaging laser shooting at the ground. That to me is just silly, and boring. What I would love is to deploy to a salvage site, find a good area, and then call in a "Terrestrial Salvager". This would be a large vehicle that I need to defend while it salvages the immediate area. Ratshate it - and thus try to destroy it - so they would be my main adversary, but enemy players can also try to capture it (very hard) or destroy it to ruin my day. They could also call in their own Salvager nearby and we could work together to defend the area...
This makes salvaging more defense based. I deploy, find a good salvage site, call in a Salavger, defend it for the X minutes it takes to salvage the area, then it takes off with the salvage loot and I either undeploy or do it all again at another salvage site.
The lower the sec status, and the more rats in the area, equals much better salvage and much stronger Rats. Fixed. There shouldn't only be one enemy NPC type; that would get boring. Oh, I agree. Truthfully, I think that CCP should really use human NPC's for us to fight against. They already have some art assets (our dropsuits) and great lore for who we would be fighting. Guristas, Angels, etc pirates in higher security level 1 - 3 contracts. Sansha in lower security level 3 - 4 contracts. And the original Gen 1 DUST mercenaries being the hardest in nullsec level 4+ contracts.
Just reskin the dropsuits, alter the HP / damage / aim stats and you have a wide range of enemies for us to fight from low easily killed pirates to insanely hard Gen 1 mercenaries. Drones just seem very limited (but cool). They're cool, but the idea of them being such a huge nuisance that are all over the galaxy (and not just the drone regions) is a bit far fetched to me. Plus, it's hard to differentiate them. You can make three skins for a dropsuit and suddenly I can fight the Guristas OR the Sansha OR the Angels. With drones, I am always fighting drones - they really don't have factions or anything to add lore flavor. And with human NPC's they can have a wide range of motives for conflict - Gurista salvage teams, Sansha soldiers kidnapping colonists, Angel raiders.. raiding. Drones just do what drones do. And while cool, it's going to get kinda boring... |
Godin Thekiller
shadows of 514
2516
|
Posted - 2014.06.03 22:31:00 -
[147] - Quote
Severus Smith wrote:Godin Thekiller wrote:Severus Smith wrote:I don't know if it's been mentioned on how exactly we will be salvaging. But here's my two cents:
I don't want to run around with a salvaging laser shooting at the ground. That to me is just silly, and boring. What I would love is to deploy to a salvage site, find a good area, and then call in a "Terrestrial Salvager". This would be a large vehicle that I need to defend while it salvages the immediate area. Ratshate it - and thus try to destroy it - so they would be my main adversary, but enemy players can also try to capture it (very hard) or destroy it to ruin my day. They could also call in their own Salvager nearby and we could work together to defend the area...
This makes salvaging more defense based. I deploy, find a good salvage site, call in a Salavger, defend it for the X minutes it takes to salvage the area, then it takes off with the salvage loot and I either undeploy or do it all again at another salvage site.
The lower the sec status, and the more rats in the area, equals much better salvage and much stronger Rats. Fixed. There shouldn't only be one enemy NPC type; that would get boring. Oh, I agree. Truthfully, I think that CCP should really use human NPC's for us to fight against. They already have some art assets (our dropsuits) and great lore for who we would be fighting. Guristas, Angels, etc pirates in higher security level 1 - 3 contracts. Sansha in lower security level 3 - 4 contracts. And the original Gen 1 DUST mercenaries being the hardest in nullsec level 4+ contracts. Just reskin the dropsuits, alter the HP / damage / aim stats and you have a wide range of enemies for us to fight from low easily killed pirates to insanely hard Gen 1 mercenaries. Drones just seem very limited (but cool). They're cool, but the idea of them being such a huge nuisance that are all over the galaxy (and not just the drone regions) is a bit far fetched to me. Plus, it's hard to differentiate them. You can make three skins for a dropsuit and suddenly I can fight the Guristas OR the Sansha OR the Angels. With drones, I am always fighting drones - they really don't have factions or anything to add lore flavor. And with human NPC's they can have a wide range of motives for conflict - Gurista salvage teams, Sansha soldiers kidnapping colonists, Angel raiders.. raiding. Drones just do what drones do. And while cool, it's going to get kinda boring...
That's not how missions rats work, and we are the gen 1 mercs, but I think you get the gist of what I want: variation in security mission rats.
click me
Blup Blub Bloop. Translation: Die -_-
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Severus Smith
Caldari State
544
|
Posted - 2014.06.03 22:35:00 -
[148] - Quote
Godin Thekiller wrote:That's not how missions rats work, and we are the gen 1 mercs, but I think you get the gist of what I want: variation in security mission rats. We're Gen 2 clones. Created after Mordu's Private Trials. Else we'd all be going crazy, scrawling 514 across walls with our own blood, and trying to kill everyone. |
Godin Thekiller
shadows of 514
2516
|
Posted - 2014.06.03 23:18:00 -
[149] - Quote
Severus Smith wrote:Godin Thekiller wrote:That's not how missions rats work, and we are the gen 1 mercs, but I think you get the gist of what I want: variation in security mission rats. We're Gen 2 clones. Created after Mordu's Private Trials. Else we'd all be going crazy, scrawling 514 across walls with our own blood, and trying to kill everyone.
This thread says otherwise. And I tried finding a link saying that we are second gen, but I have currently found nothing.
click me
Blup Blub Bloop. Translation: Die -_-
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lateriss
ObscuriLateris
10
|
Posted - 2014.06.04 05:05:00 -
[150] - Quote
calisk galern wrote:my main question about this is why in gods name is nobody making weapons for the legion users....
is their a fluff reason nobody in eve's industrial focused economy wants to make weapons for these planet battles.
Crafting! I would craft weapons in Eve for the boots on the ground. But I would prefer to do it in Legion. |
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