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Messages - loudent

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1
Game discussion / Re: Does the gentleman skill aslo affect job xp/gold
« on: March 15, 2017, 11:14:39 pm »
thanks

2
Game discussion / Does the gentleman skill aslo affect job xp/gold
« on: March 15, 2017, 06:52:52 pm »
It wasn't clear and a quick test I did was inconclusive so I figured I'd just ask: Does the gentleman skill affect the job xp/gold (From the station commanders)

3
Ideas and suggestions / Re: Couple of thoughts.
« on: January 20, 2017, 11:06:53 am »
Oh, and the ability to move construction without having to rebuild from scratch and the ability to deconstruct where we can get at least partial resources back.

4
Ideas and suggestions / Re: Couple of thoughts.
« on: January 20, 2017, 10:58:28 am »
One other thing. It would be nice if you had at least 2 avatars, one male and one female.

5
Ideas and suggestions / Couple of thoughts.
« on: January 20, 2017, 10:58:05 am »
Some thoughts from me and my daughter. Some might be intended and some might already be known:

- It would be nice if you could go in at least shallow water.

- It seams you can't destroy wood floors.

- maybe have a confirmation dialog before placing resource expensive construction

- Most resource nodes give you resources during the harvesting process but trees have to be cut down entirely

- Fog of war clear should persist through log-out

- Time indexes or something like that should be on the chat window so you can tell if a chat is old.

- In the crafting UI when choosing the number of resources to use you can specify (either with the +  button or typing it in) more than what you have. It turns red and disables the craft button but it should just not let you.



6
General Discussions / Re: A Socratic View on Gamedevelopment
« on: January 18, 2017, 02:49:13 pm »

How do gamers today keep afloat in the ocean of perceived great games, without drowning, losing their
integrity, wasting time and money and more importantly, commitment to The Next Big Thing?

Well, I've certainly wasted money before but mostly I keep "afloat" by sticking to devs with proven track records, games that have strong modding support and (*this is key!*) "Let's Play/Try" videos on youtube. Usually the you tubers get an advance copy so you have ample chance to see how the games plays before you buy

That's how I originally discovered Void Expanse. I had no idea it existed until someone did a small series on it

7
Development discussion / Re: Modding
« on: January 18, 2017, 11:19:28 am »
Actually it is a priority! As I mentioned before we have exactly the same tools and API available to us as to modders!

Yes of course. What I meant is that getting modding tools into the hands of the community wasn't a priority (as Weill it shouldn't be).

cheers,
-loudent

8
Development discussion / Re: Modding
« on: January 17, 2017, 01:06:05 pm »
I know that modding isn't a priority right now but just some ideas for thought for down the line:

It would be cool if there was some mechanism where you can "link" privately run servers together (a portal that packages up character info and sends it to another server then logs you in there). It would be interesting to have a sprawling multi-server world each with its own flair but adhering to a core set of principles.

9
Development discussion / Re: World editor
« on: January 17, 2017, 01:04:41 pm »
Very Nice!

I look forward to eventually getting my hands on it!





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Game discussion / Re: How did Void Expanse do over all?
« on: January 16, 2017, 12:32:34 am »
Sorry, didn't mean to dreg up old water.

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Game discussion / How did Void Expanse do over all?
« on: January 15, 2017, 03:05:00 pm »
I recall at the time that sales of VE were not "robust" but I watched a youtube video about an indie game dev called "How to survive in Gamedev for Eleven Years Without a Hit" ( https://youtu.be/JmwbYl6f11c ). In his presentation he showed that for a lot of his games they made most of their money beyond the first year. While they weren't a "hit" at release then created a small revenue stream that combined with his other games create a relatively lucrative results.

It got me thinking about Void Expanse. There's still some chatter about the game and I heard whispers of an update. Just got me wondering if there's still life in this one and if, over time, it's become a success (well I consider it a success but I don't have a business degree)
 


12
Development discussion / Re: Our new game
« on: January 15, 2017, 02:52:46 pm »
PvP is a solid part of fun for many gamers, I think that it will be better to open separated PvE and PvP servers.
Nobody talks about rewarding griefers, but, imo, "free PvP" must be implemented in game like CryoFall.

While I agree in principal (and you're talking to someone who *hates* PvP in an RPG) you have the issue of splitting the player-base and, honestly, you won't really make anyone happy. The PvP crowd is also split into groups. Open world PvP, RvR, Area based PvP (contested areas vs home areas). Whichever way you go most people will be unhappy. So lets see you offer a server for every taste then instead of a single server with 100 people you get 5 servers with 20. If the game is successful enough it can certain support favored servers but I think that is better served by world builders.

So, I don't know that offering different flavors is the way to go and there are significant problems with both. While PvP allows player griefting via being "ganked". Allows griefing as well (building things to preclude other players from accessing areas, training mobs into town etc etc) with the additional issue of not being able to retaliate.

I guess I'm saying I don't have a perfect answer. just wanted to voice my thoughts.

13
Development discussion / Re: So....what is this game exactly?
« on: January 15, 2017, 02:39:11 pm »
I don't necessarily think an MMO has to have "grindy" mechanics nor that having server modding preclude it. MMO simply indicates multiplayer online mechanics. Originally the first "M" meant massive but the meaning of MMO has drifted to anything that is primarily done online in a at least semi, persistent world.

What you have here sounds intriguing and I've roped my daughter into alpha testing it with me. She's kind of excited to have a voice to where the game goes.

For me, while I enjoy playing a good game as much as the next guy, I almost always get more into modding and world building. Between NWN1 and NWN2 I built 3 PW (persistent player worlds) and I'm admin pledge on SO(another MORPG). I'd likely be interested in building one on Cryofall as well.

Cheers,
-loudent

14
Development discussion / So....what is this game exactly?
« on: January 11, 2017, 10:34:40 am »
I'm still unclear on what this game actually is. It describes itself as a survival game but you control a single player and play on servers with other players. It has RPG elements such as skills but doesn't describe itself as either a MMORPG or MORPG. It focuses on creation, but creation of what? Is it essentially minecraft++? Is there PvE conflict or primarily PvP? I'm just not getting clear vision of what the gameplay would be like

15
Development discussion / Re: Our new game
« on: January 11, 2017, 09:23:03 am »
Absolutely not :)
This is a very silly design choice. I really can't belive some people still design games with mechanics like that...
No, we will have better and actually much simpler system when it comes to technological advancement and character skills. You will surely enjoy it!
And just an additional note - this is NOT a MMORPG :)

While I agree that mass production for skill advancement is a poor mechanic (Among other things, It makes the raw resources for any given item more valuable than the end product) there should be a certain amount of ....not sure how to put....pain? work?  to achieve the highest levels of a crafting skill. If it's something that comes to everyone with no effort than there's no point in having skills at all.

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