Recent content by DirtyBoyFrey

  1. DirtyBoyFrey

    Social Tools

    (There will be local chat?) LauriFB06/01/2019 local yes, can't remember the radius though. would guess 5000 meters. (asking if transmitters were for making global chats between guild) LauriFB05/31/2019 chat is different, there's group and guild chats which are for the group where ever they are...
  2. DirtyBoyFrey

    Edited pictures of bob

    Those are just prototype Kingdom cat ears. They're quite early in development, but we believe they will offer greater tactical advantages than the Empire's wretched feline creation.
  3. DirtyBoyFrey

    Social Tools

    Personally, I'd rather you not be able to determine a player's name just from looking at them, unless they like show their credentials (ideally some sort of chip or card) or something. This would allow situations like we saw in the Boltcrackers video where you could pretend to be a member of a...
  4. DirtyBoyFrey

    Social Tools

    I think it's important to note that faction stuff is going to be in the game, just potentially not at the EA launch. As for current communication options, there are, I believe, 2 text chats: one for close by and one for relatively long range. VOIP has been suggested numerous times, and I...
  5. DirtyBoyFrey

    What will your face look like, when the game releases?

    In reality, probably just eyebrows lifted, watering eyes, and a glow on my face from the monitor as I desperately watch the download bar slow to a crawl because everyone else is downloading it at the same time.
  6. DirtyBoyFrey

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    Well, in a game like Ark, much of the complexity came from stuff like optimal base designs, optimal setups for leveling dinos and stuff, figuring out what the best path for blueprints/engrams were. No, Ark doesn't have programming or complicated power distribution, but those are just more...
  7. DirtyBoyFrey

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    Yeah that's kind of how I envisioned it too, give it slightly tron-esque holographic stuff around the edges. Though I think you should be given the option to make it a 'private' design so that rivals can't scope out exactly where you're putting your generator.
  8. DirtyBoyFrey

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    Now see that would be an interesting way of doing it. Have a hangar at the mega stations that is effectively some kind of holodeck so that you can test all your ship's capabilities in a limited sense even within a safezone. Have a single fake asteroid so you can check that your mining lasers or...
  9. DirtyBoyFrey

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    See, I agree with the point on the menu, which is to say make sure it's not listed first and foremost, and don't list it under a play option. Make sure it's seen as not even its own real gamemode. However, I think it is important that they have at least some semblance of a world to test stuff...
  10. DirtyBoyFrey

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    I have to protest against that last point you mention. Everybody already advertises starbase as a space MMO in a single massive universe. The MMO isn't seen as the bonus feature, the singleplayer is. It's why it's constantly asked in the FAQ, because people don't immediately think it has one...
  11. DirtyBoyFrey

    [Tool] Yoloxide Web: a mostly functional web-based Yolol emulator!

    Not allowing camel casing is a crime against humanity.
  12. DirtyBoyFrey

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    Right but the issue with full safety is that it is full safety. As in, you can't even test your own combat capabilities, because you're in a safezone. I still argue that anyone who is going to be just tinkering with ship designs and stuff will mostly be doing it in the ship editor which features...
  13. DirtyBoyFrey

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    I would argue that having the sandbox does more good than harm, because in that second paragraph, that example works until safezones are taken into account. Someone who just wanted to build in peace and test out their fully accurate replica of X ship couldn't do stuff like test weapons systems...
  14. DirtyBoyFrey

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    My point is more that people who don't have an interest in MMOs initially can be enticed to actually play the main portion of the game (the MMO part) if you can give them something familiar to latch onto first, especially if it doesn't harm the overall experience for online users.
  15. DirtyBoyFrey

    Incorporating an in-game Ship design element into the real-time MMO, and abolishing a separate Creative mode

    Right but the private instances have no impact on the main server. If you instantly teleport to the moon on your private instance you are... now on the moon. Anything you do there will cease to exist the moment you quit the game. The game would still have 1000s of players working towards that...
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