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Megaddd

Alpha Team Vanguard
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Everything posted by Megaddd

  1. Currently water is more of a placeholder than anything.
  2. We can safely attribute this to Nyz posting a lot less in these last couple weeks /s
  3. The closest thing to what you're talking about that will be in the game are safe build-zones, near ark-ships or otherwise. However, I believe you'll still need the resources to create a ship in the first place. I suppose what OP is trying to get at, is a blueprint mode, that allows you to create a larger ship than you have resources for, that you could then later focus on building, and not designing as materials become available.
  4. I like the idea of having multiple races with their own, separate starting arkships somewhat distant from each other, perhaps even have several per faction, so you could choose your lore background, which would change your starting arkship to one of the 3 or 4 per race. Certainly beats having a million people dropped onto the same 20 sq. km. As to what the races should be I think is still up to debate, however I'm not a big fan of separate species, it doesn't make sense for them to be on the same arkship arriving at a similar time. However, as humans, who have developed separately for over 10'000 years, to have become somewhat separate races with their own beliefs, makes a fair amount of sense. I'd like to see what others think of the EVE race model.
  5. You can see the deadalus on some of their pictures and video scenes, actually
  6. Not exactly a game mechanic, so I suppose this thread goes in this forum. Click here to listen to my 4 hours of work. Imagine a 3-engine atmospheric hovercraft 10 meters ahead of you. We've been teased screenshots, models, textures and music, but we haven't really been teased interesting sound effects (outside of cockpit_enter sound and footsteps_grass.ogg). This leaves me cause for concern, that one of the most important tools in immersion, sound, could be taking a bit of a back-seat in Dual Universe. (Unigene2 defaults? Good enough! ) Coming back to my little sci-fi jet engine type of thing, I know it's not amazing by any standards, personally it sounds like something from a low-budget sci-fi short, but the sound itself is not the point, I'd like to emphasize what happens to the sound as the 'craft' moves up and then away from the listener. Most open-world sandbox games do not handle sound coming from extreme distances very well, or at all.(*cough*spaceengineers*cough*) I hope Dual Universe has plans to make a proper soundscape on planets, where you can hear what you can see, as it is a key factor in immersing the player in the first few hours of game-play on a planet. Seriously. Am I the only one who really wants to hear a Ker-Thunk coming from across the valley, several kilometers, when someone's construct explodes? Or a deep rumbling in the sky when a heavier aircraft flies across the sky, a kilometer or two away. Mmmmm... oops, better stop drooling.
  7. I think you have to go into a build mode to even be able to interact with voxels, so I believe this is a non-issue.
  8. Real-time torsion and stress forces simulated on a single 8km station alone would be enough to overpower most high-end PCs. For MMO scales, the server hardware is not quite there yet. The voxel disconnections you mentioned, however, seem more than likely to be accounted for.
  9. I believe learning lua on notepad++ is the biggest drag ever. Here's a (much more fun) alternative. Get Minecraft FTB Launcher and download the modpack at the top. There will be a mod called ComputerCraft on it (with an absolute ton of other interesting mods). With computerCraft you can controll mostly every block in the game by placing a computer next to it (including most modded ones). The biggest meat of it are the 'turtle' blocks with the computer block integrated, which can be outfitted with a pickaxe and can have subroutines written to them to mine things, anywhere from a straight tunnel to controlling a self-expanding autonomous quarry via a central server computer, crafting and deploying additional turtles by copying the turtle 'client' code onto them after placing and distributing the mining area dynamically so the operation is scalable. Someone wrote a turtle script that has it 'complete' the whole game (except for the boss fights), I'm not joking, it even built a house and stored all of it's stuff in it. Does learning to script like this sound more fun than notepad++? You decide.
  10. The main difference here will be that we won't have to write our own physics intraction code I think the direction NQ is headed with the plug and play elements executing snippets of code is very accessible, and doesn't have major drawbacks for overall desireable script complexity. I think y'all need to cool it and have more faith in the team than that
  11. I think they will not be removing constructs from the game when you log off, that extends to any ships you might be on at the time, so it is up to you to make sure you are ready to log off. This can be trivialized in space with the use of a cloaking module to make your ship safe**, however for any stationary or otherwise un-cloakable constructs, it will come down to players making them safe while unattended. Whether be it strong automated defences, or hiding them from detection in the first place. I believe this hassle makes the territory claim system and it's protection a big selling point. E: When it comes to your character, it only makes sense that it's logout position is left attached to the smallest frame of reference it was on during logout. And when constructs are destroyed, they would do one of two things: 1. Drop all logged out players with their location to the next parent reference frame that the construct was on - bigger ship, station, asteroid, moon, planet, star system, galaxy, etc. Or 2. Kill all logged off players on it, leaving it up to the standard death mechanics upon log-in.
  12. Purely cosmetic, as is the rest of that UI. They've already stated that they will have tab-targeting, so a crosshair makes no sense outside of navigation information
  13. I'm assuming you mean the skill training cap on the in-game character as a stat? If so, then I believe that no, you will not be restricted from training everything in the game at some point. However what you will be able to train will be limited by time. The older your character is, the more skills you have, the more elements you can control. This creates proper balance in a game where you can buy currency with real-world money. Sure you can buy a Deathstar if you have enough $$ in your wallet, but you would only be able to just sit in it. Then if they introduce character selling, you could both buy a Deathstar and fly it, but you wouldn't know what to do with it, how to get the best use out of it, effectively not gaining as much of an in-game advantage as someone who has been playing the game for years would. It's a time-tested game mechanic that balances the p2w aspect of a big MMO on it's own.
  14. In an interview with the XP gamers, the CEO, allegedly, ran both the server and client for something similar to what was seen in the E3 teaser trailer. If EVE is anything to go by, people will be just a little bit less clueless a month after the Alpha drops It will take a long time to come up with 'Best in Slot' solutions, and I mean it. If you make an EVE game with more mechanics and unparalleled customization, you're dropping nukes on the very concept of a meta. I have lots of high hopes for DU
  15. I believe we'll be getting 4 types of weapons with their short and long range variants, in all ship sizes. S, M, L, XL. Plasma Laser Projectile Rocket/Missile This covers most, if not all, types of weapons you can come up with that make sense, barring special cases like bombs.
  16. My pants will follow. Because I tend to overheat when I'm excited.
  17. I don't think a WoW or PoE style chat system would really work here.
  18. It's where the majority of EVE's learning curve comes from, really
  19. I would have to disagree with you on this count. The way erosion works is it moves nearby voxels around, without necessarily introducing new material. It also does not have to happen over-night. The Devs have mentioned creating a voxel smoothing tool before the Alpha release. It almost seems like a no-brainer to apply a smoothing operation to all surfaces that are not consisting of man-made materials such as concrete on a set period, every 24 hours, for instance. This would gradually create undulating grassy terrain where once grand mining operations have taken place.
  20. And to further this, adding in-game communication solutions is never going to be a negative, and one shouldn't be going in with the assumption that everyone's just going to be using 3rd party solutions anyways
  21. They briefly mentioned being able to plug some 'system' elements such as a timer event. Using these you'll be able to have a contiguous thread. (Since you can control elements from your DPU, I'm making the assumption you'll be able to control the system 'timer' element as well.)
  22. I'm not sure whether you've played EVE or not, but I don't think you're giving it credit where it's due. EVE Online actually has some interesting ship physics that over the years have given rise and fall to extensive PvP meta, and the way I see Dual Universe, it will be an extension of the complexity in the ship physics, which will lead to an even greater meta diversity over the course of people learning, figuring out how a particular play-style works, and adapting to existing play-styles. And, while extremely generalized and sounding shallow, yes, I would in fact appreciate a "EVE 2.0 with voxels", because that would make it the greater game, as living up to the "EVE" part would be a tremendous accomplishment in itself. If you'd like to further argue and discuss this point, I suggest skimming this thread from 2005, which brings up some interesting points from someone who takes such a stance against the game as you do.
  23. This is actually very topical! I would love to see if the devs can figure out a sensible way to implement erosion. It's actually rather obvious when you really think about it - just erode all naturally occurring underground materials. This would make lining your underground walls and tunnels with an erosion-resistant material, such as concrete, a necessity, just like real life!
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