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Author Topic: Novus Aeterno OP updated  (Read 15635 times)

Meta

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Re: Novus Aeterno
« Reply #30 on: November 20, 2013, 08:17:46 am »

It is B2P with no monthly fees.

Meta, I'm sorry you aren't happy with the KS page. It's very difficult to condense an enormous game like Novus Aeterno into a short brief on a single page. More information will be coming in updates each day and it would be of great service to the devs and other gamers if you could ask your questions on the KS comments section.
I realized I was being blunt because I want this project to succeed. So instead of pointing the qualities, I'm pointing the flaws...
Good luck, HJ! :)
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hemmingjay

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Re: Novus Aeterno
« Reply #31 on: November 20, 2013, 10:28:11 am »

I can say with all certainty that there is no Pay2win! The premium acct thing is a convenience thing to help manage your empire a bit easier, but not in a crazy manner. I also believe the cost for that is expected to be very low. Nick, the CEO, is going to do the first update on the KS today and will be addressing that issue and a couple of others.

As for the game itself, I get approached to work on games fairly often(6-12  year) and I turn most down because I think the concept isn't strong enough, or I think the dev is too stubborn or I think I don't bring enough value to offset my cost. In this case I knew I wanted to be a part of the team right away. Nick and the developers are really doing something original here. They have created a wonderful balance of systems and a lot of unique features that I have dreamt of for years. For example, there is no tech tree. Every player starts with the same 50 techs, but then every new tech a player creates is unique to himself and won't exist for anyone else. This encourages trading and alliances and allows for players to choose to just be a tiny peaceful science empire if they want, or allows players to be tech dealers, or spies, or so many other things, al within a fairly simple game system. There are a dozen or so other cool, borderline brilliant systems like this in the game. The best part is they are all already working in the game and I have played them! In 29 days some of the backers will be playing too. The game is basically finished and just needs polish and some extra content added. Plus of course, more testing.

We have some really exciting partnerships as well, like Rooster Teeth(Red vs Blue) and TotalBiscuit. Info about that coming soon!
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Anvilfolk

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Re: Novus Aeterno
« Reply #32 on: November 20, 2013, 10:42:28 am »

Aw man, and here I was, hoping to get rid of my gaming addiction... :D

How can you support server costs without subscriptions though? Isn't that a big concern?

xaritscin

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Re: Novus Aeterno
« Reply #33 on: November 20, 2013, 02:17:08 pm »

do the other races development count in the goals?, cause the last news i saw in your homepage are that the Verunasi race is next, so i wonder how long will you take to make the Acaeans, the Aszendi and the Cauldron Born.....?

i really like your IP BTW, very original......
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Malus

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Re: Novus Aeterno
« Reply #34 on: November 20, 2013, 02:40:43 pm »

Pledged $100. Looks really fantastic so far. I was thinking about pledging at the $150 tier for the third Steam key, but I don't really want the t-shirt and can't really justify paying an extra $20 for shipping it to Canada. If there were a digital $150 tier though, I'd totally be in on that.
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PerfectDeath

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Re: Novus Aeterno
« Reply #35 on: November 20, 2013, 09:43:40 pm »

do the other races development count in the goals?, cause the last news i saw in your homepage are that the Verunasi race is next, so i wonder how long will you take to make the Acaeans, the Aszendi and the Cauldron Born.....?

i really like your IP BTW, very original......
The other races will come no mater the kind of funding (no feature is held hostage), the kickstarter will help get other features in sooner.  I do not know the exact time frame for each race's release; I do the statistical values on my end, the ship models and effects are likely what set the pace for their release.

I am in a skype chat with most of the other developers on Taitale Studios so you guys can ask me anything and I will find you an answer. =]

I'll look through this topic to find some more to respond to:

1. Is there any current or planned implementation of f2p or non-cosmetic micro-transactions?
The game game is bought once.
Micro transactions will follow a kind of "pay to skin not to win" motto.
A subscription service will be implemented to provide some useful features that would be too costly to sustain without subs, this can include more automated trade routes as an example. The link below covers our announcement on the payment policies.

http://www.kickstarter.com/projects/2122031929/novus-aeterno-a-true-aaa-mmorts/posts

2. What happens to all my stuff (planets, ships etc) while I'm not actively playing?
We have an overwatch system being implemented were an AI takes control over your empire while offline.
The key to the overwatch system is that your units lost during overwatch will be rebuilt without cost; thus, you do not have to worry about logging on to find your fleet is missing or your resource stockpile dried up because the AI rebuilt your units 20x.
Because the AI will never be as reliable as a player's own skill or experience it would not feel right to have a player lose everything because they fell asleep for a few hours.


3. Is Eve style cooperation/scheming/raiding/scamming possible/expected here?
While NAE's alliances are capped at 15 members it is possible for players to collaborate with more than that. Some players will be able to specialize in gathering and brokering intelligence information (what kind of infrastructure is on a planet, where are their stockpiles of valuable parts, what kind of ship composition do they have.) and others may choose to experiment with discovering useful crafting bonuses and producing more unique weapons, engines and such to distribute to other players.

We are starting to crawl out of our dark caves and actually talk about what we have been doing with our game, we will be doing regular content to keep people informed about what the game is about (streams, podcasts, and lots of forum replies.)
If we do not, we encourage you to raise a fit and bug us for more. We need to get into the habit of being more open. =]
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Pyrodante

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Re: Novus Aeterno
« Reply #36 on: November 20, 2013, 09:46:37 pm »

Perfect Death got it spot on, but I already typed this up so I am going to post it anyways :P

1. why do you give ingame advantages for backers? isn't this kind of a no-go for pvp games?

I would strongly recommend you go check out our latest update here:
http://www.kickstarter.com/projects/2122031929/novus-aeterno-a-true-aaa-mmorts/posts

The ability for premium account members to automate some processes is more of a convenience than an advantage. Some people wish to support us in an ongoing fashion, and we appreciate that. We also recognize that not everyone has an equal amount of time to dedicate to the game. For these people we offer some of the management tools to be more easily automated. However, and this is important, placing your armies, and your logistics in the hands of AI can render them extremely vulnerable to those who are shrewd enough to defeat the AI. Such reliance can actually be a crutch and so the use of these tools becomes an additional cost/benefit analysis into the game, rather than simply being a boost to power.

To make this very clear: WE HATE PAY TO WIN IN GAMES. I would rather see the game never made at all, then to waste its potential by ruining it with pay to win.

2. what will happen to my civilization when i am not online?

Your armies will be handed over to your commanders (the AI) that will do their best to defend your space, perhaps alerting you of imminent threats. Also, your forces will respawn when destroyed to simulate continuing to bolster forces of a functional empire.

3. what will be the monthly fee?

No mandatory fee. Again, premium exists for those who wish to support us, and gain some automation to your logistics.

4. is the pvp consent-based or can i attack anyone, anywhere, anywhen?

Consent based PVP makes no sense for RTS. The only exception is the home planet. Each home planet will be invulnerable. However, they are not very good, and expansion into dangerous territories will be necessary for anyone wishing to be competitive within the game.
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Orb

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Re: Novus Aeterno
« Reply #37 on: November 20, 2013, 09:53:58 pm »

So I don't know if this is outdated info, but somewhere in the FAQ I read that each empire will have a fleet cap. I also read that more advanced technologies have a higher "cap" cost.

With these two in hand, I can't figure out why someone would want to be a large empire. I first thought that the cap might be very high. But with the AI replacing your ships, I figure that isn't the case. So what are the advantages that I, a large empire, would have over smaller empires?
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PerfectDeath

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Re: Novus Aeterno
« Reply #38 on: November 20, 2013, 10:07:31 pm »

So I don't know if this is outdated info, but somewhere in the FAQ I read that each empire will have a fleet cap. I also read that more advanced technologies have a higher "cap" cost.

With these two in hand, I can't figure out why someone would want to be a large empire. I first thought that the cap might be very high. But with the AI replacing your ships, I figure that isn't the case. So what are the advantages that I, a large empire, would have over smaller empires?
There is a Command Point (CP) Limit which restricts the amount a player can deploy.  If you research and develop an awesome powerful cannon, it will take more CP to deploy ships with those cannons.

It does create a challenge for larger empires to hold onto more planets with the same CP as others, which is why the game is not just about Military, we want to encourage a combined use of Diplomacy, Intelligence, Military, and Economy (D.I.M.E.) to maintain something other players may struggle to.

The game's combat is also going to reward more tactical thought and soft-counters than fast twitch APMs and hard rock-paper-scissor counters. Positioning, directional armour, flanking, AoE, and even using a larger ship to block shots aimed at weaker support units are all things a good player will need experience with.
« Last Edit: November 20, 2013, 10:12:11 pm by PerfectDeath »
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jocan2003

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Re: Novus Aeterno
« Reply #39 on: November 20, 2013, 11:21:19 pm »

So I don't know if this is outdated info, but somewhere in the FAQ I read that each empire will have a fleet cap. I also read that more advanced technologies have a higher "cap" cost.

With these two in hand, I can't figure out why someone would want to be a large empire. I first thought that the cap might be very high. But with the AI replacing your ships, I figure that isn't the case. So what are the advantages that I, a large empire, would have over smaller empires?
There is a Command Point (CP) Limit which restricts the amount a player can deploy.  If you research and develop an awesome powerful cannon, it will take more CP to deploy ships with those cannons.

It does create a challenge for larger empires to hold onto more planets with the same CP as others, which is why the game is not just about Military, we want to encourage a combined use of Diplomacy, Intelligence, Military, and Economy (D.I.M.E.) to maintain something other players may struggle to.

The game's combat is also going to reward more tactical thought and soft-counters than fast twitch APMs and hard rock-paper-scissor counters. Positioning, directional armour, flanking, AoE, and even using a larger ship to block shots aimed at weaker support units are all things a good player will need experience with.
Im glad you found our cave to crawl into hehehe.
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Anvilfolk

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Re: Novus Aeterno
« Reply #40 on: November 21, 2013, 09:54:16 am »

Dammit, backed! Shouldn't be spending money, but honestly with Hemminjay vouching for it and the overall attitude of the team, how couldn't it?

Jocan: you might want to consider adding more to the OP, or have someone else make a new OP that'll be updated. Adding the KS link comes to mind ;)

jocan2003

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Re: Novus Aeterno
« Reply #41 on: November 21, 2013, 01:42:58 pm »

Dammit, backed! Shouldn't be spending money, but honestly with Hemminjay vouching for it and the overall attitude of the team, how couldn't it?

Jocan: you might want to consider adding more to the OP, or have someone else make a new OP that'll be updated. Adding the KS link comes to mind ;)
You are god damn right, but sadly as i suck at grammar ill get my favorite grammar nazy to write it for me and ill paste it :)
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

lordcooper

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Re: Novus Aeterno
« Reply #42 on: November 21, 2013, 01:46:22 pm »

*Grammar Nazi

Sorry, but when else would I get this opportunity?
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jocan2003

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Re: Novus Aeterno
« Reply #43 on: November 21, 2013, 04:19:07 pm »

I would like to give you guys a head-up there will be a twich livestream, more information at this link. Headline, live Q&A, gameplay at 6:45 GMT-6.

http://www.kickstarter.com/projects/2122031929/novus-aeterno-a-true-aaa-mmorts/posts/669663
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

Anvilfolk

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Re: Novus Aeterno
« Reply #44 on: November 21, 2013, 06:16:57 pm »

It'll be recorded, hopefully. I've got stuff to do just about that time! Very excited to see it though :)
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