Yeah, but servers aren't cheap. The issue remains that there's a big difference in balancing and making a PvE and PvP focused game. In PvP, you want resource gathering to be slow and construction to be quick so that there are opportunities to raid and catch people outside of their base, but they can replace equipment and repair damage quickly. In PvE, it's almost the opposite, as one person can be off mining lots of resources, while others work to try and get a base or ship built as the extended construction times make cooperative building attractive. Currently, the Constructor is a serious bottleneck no matter what way you want to play, as the time to make blocks and components adds up, and there's not really a way to automate construction queues involving multiple constructors drawing from raw materials. Minecraft mods and StarMade are a great example of this with the way you can set up pipes or ME systems in the Voltz Mod, or StarMade allows for you to link multiple factories together to refine materials, make them into components, then assemble them into finished products. So..no..developing a game for both a PvE and PvP outlook isn't as simple as separate servers. That said, Minecraft wasn't really meant for PvP, but the modding community really stepped up to the plate and did a great job. Hopefully Empyrion will be similarly fortunate, though I don't think it'll ever be as big as Minecraft. Can hope though.
servers arent cheap , sure , the community can easily support them . dedicated servers are what will make this game alive . i for one would like to play it like a true sandbox and wreak everything in sight as a pvp
Back to the original question which quite frankly was not well framed as others here have pointed out, the requirement for multi-player and single player would be quite different. I like the idea of bigger planets and solar systems with extended travelling times but then we should be able to engage cruise control and access the constructor or mini food processor from a cockpit computer to keep us occupied during the extended journey. As a general rule the busier (with a purpose) I am the more enjoyable the experience so expanded distances must offer something more than long periods of holding down the 'W' key. Taking Omicron as an example in single player mode I have to ask what advantage or benefits are gained by making it a bigger planet? Well more resources hopefully but that doesn't strictly need a bigger planet to increase resources however rare later game resources could be located farthest from your spawn point and require a special extraction base be built or perhaps a hostile zone where once breached triggers a struggle for territory with an as yet unmet hostile alien species. I can see the MP game needing bigger planets and a lot more resources and as it doesn't detract from the SP experience I would say go big on the planet and solar system sizing just give us cruise control and some type of activity to keep us occupied during the longer journeys.
Honestly pvp is something I'm really not into to much. Never really enjoyed pvp in any game except for maby WoW cause of the grief festing that tends to happen. Though if done right pvp could be enjoyable. I'm more into PvE aspect so more challenging AI for hostiles like drones I would to see happen at some point. But on topic here I would like to see many different kinds of planets and variations down the road as well with moons.
I put this statement at the end of the post, but I think it belongs in all CAPS at the beginning: MAKE THE PLAYER VALUE HIS LIFE. COD servers rarely penalize dying, so the foolhardy tend to "win," arguing that 30 kills and 5 deaths is better than 2 kills and no deaths. In real life, people are killed and they stay dead. Therefore, make player death more permanent...not PERMANENT, but SEMI-PERMANENT: this is not COD. Long Respawn timers set by the server administrator are a start: suppose you die in multiplayer. If you die and have to wait one hour to respawn, then when you do, you respawn with nothing and your backpack is recoverable by other players until it is automatically deleted before the player can respawn. If this is done, the troll will be deterred from the server or forced to live in exile once he has no allies. With no equipment for the troll, and the addition of bases with locking doors, vessels with anti-theft measures, and proper armor, the troll can do nothing unless supplied by allies. If he has none, he can only wander harmlessly. An aggressive clan can also be dealt with. (Killing fields) What does it mean to value your player's life? Consider the game of poker: when playing with free chips, players do silly and stupid things. When playing for money at a casino, stupid players flush out. Everyone gets smart and the game becomes what it was intended to be. So, in all that we do to refine multiplayer, Make a player value his or her life. It must be very bad to be killed. Otherwise, you have a block version of Call of Duty. Oh, and a one-man assault against a base with auto turrets should be an insanely stupid tactical decision. Turret accuracy and hardness need improved.
I think they should be realistically far away from each other (in proportion to size? if that can be calculated and have a sun to orbit around, as well with orbiting satellites (that don't have to be rendered all the time))
why must we always pussify a game ? and thing is this isnt real life , those severe punishments for death will drive many away , the most logical solution is to have different game modes for different experiences .
When a player has something to lose, his playing style changes. If there is nothing to lose, then of what value is survival?
I would agree with both of you. A game mode where dead is dead would be great to add a bit more of the survival feeling to the game. Two days ago I restarted with seed 13092015 on Omicron in survival mode and right after spawning, my character came under fire from a drone. So running to the other side of the escape pod (and right into the line of fire of the drone) to get ammunition and the second pistol to kill that drone before it could dead you was a great buzz! Yesterday I started seed 14092015 on Omicron. No resources near crash site but a V3 tower only about 1 km away. A drone base nearby and a lot of drones coming to visit me. In one instance I ran towards a drone with a shotgun and only one shot left and a pistol with 14 shots left. Needless to say that I died trying until I decided to make an assault rifle. If my life really had depended on it, I would never have risked the attempts with shortage of ammunition in the first place. So yeah, a dead-is-dead game mode would be fun but should not be mandatory to all.
You already have that game mode - if it really appeals to you, all you have to do is voluntarily delete your save when your character is killed. It's that simple. No code required. If you're unwilling to do it on your own, then I'd argue that your convictions are weak.
The point isnt that , the point is to have separate game modes for both section of the flock . its a different set of rules , do not take any time to be implemented at all
Here are two scenarios which have transpired in Empyrion multiplayer. I was a third party to the first, but this is driving my argument about the need for players to have something to lose: Scenario #1: A group of players are cooperatively building bases, ships, etc. I'm off doing my own thing. Along comes a troll. He steals every item from a constructor (20,000-odd items). He is immediately iced by the rightful owners and the stuff is reclaimed. Less than a minute later, he respawns, enters the same base, and steals 20,000-odd items again. He runs 100 meters, gets shot twice and before he can be killed he logs out. The stuff is gone. Scenario #2: I find a thief bolting out of my base. I kill him and take back my things. I run into my base to my medic station since it is the nearest respawn point to where I put the poor soul on ice. I don't build. I don't mine. I don't eat. I don't garden. I shoot the poor fool over and over, then after four or five iterations, I decide to very quickly encase the medic station: I replace a door with a block so he is effectively buried alive until he leaves the server. As a server admin, what would you do? (tolerating trolls might be the best solution, but I am trying to encourage thought here)
I agree with you on the no code required part. I don't know what language the Devs are using but, If (playerlife == O); File.delete ( game path ); Is not hard to code. Granted, its a little bit more complicated than that. But this is a quick job for the peeps making this game. @Devs - can we get a hardcore mode for single player PvE?
lel i just dont see why 2 game modes or hell even a feature system while making a server cant exist ? just untick what you dont want like losing inventory etc etc
Useless claim . The point was made clear , and is the only way the entire base is going to be happy , allowance to set parameters manually via options while setting up a server