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DarkTemplar

Alpha Team Vanguard
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  1. Like
    DarkTemplar got a reaction from Lord_Void in BOO - Band of Outlaws Recruitment   
    Tbh I expected something flashier than this.
    jk.
    Glad to be on the team o7
  2. Like
    DarkTemplar got a reaction from MrShaw in BOO - Band of Outlaws Recruitment   
    Tbh I expected something flashier than this.
    jk.
    Glad to be on the team o7
  3. Like
    DarkTemplar reacted to Lord_Void in BOO - Band of Outlaws Recruitment   
    As an announcement, @DarkTemplar is officially a BOO Diplomat. That is all for now
  4. Like
    DarkTemplar reacted to TheBlender in Will ALPHA (not pre) servers be up 24/7?   
    *makes excited blending noises*
  5. Like
    DarkTemplar reacted to Zamarus in Novaquark Monetization     
    Space Burgers when? 
  6. Like
    DarkTemplar reacted to Soarnir in A year and a day. What an experience   
    Hello fellow conscious being,
     
    As of the writing of this post, I’ve been a part of the DU community for 366 days (since 12th September 2016) (allowing for time dilation), the early Kickstarter days of DU. Although that is certainly not an achievement compared to many others of this community who have been here for two years or more, I have seen the good the bad and the ugly of this community, the former of which has been the most prevalent to me. I’d like to take a couple minutes of your time to both finally introduce myself on the forums, and to provide a commentary on my experiences with this awesome community.
     
    My name in this virtual universe is Soarnir, I found Dual Universe through the Kickstarter campaign while casually browsing through the games section of the website. The name was catchy and the goal was interesting, one click later and I’m reading through the entire page, enthralled by the prospect of a video game dream coming true. I wanted to know more, see how far the game had come, what the community was like. A couple seconds later and I find the forums and the community site. Impressing me was the development so far, that the meta was so evolved was astounding to me, especially for a game that no one would be able to touch for several months (in regard to the planned Alpha date then). I create an account on the community site on the 12th September 2016, and it really just escalates from there.
     
    Perhaps I should introduce parts of the real me as well. I'm a gamer, through and through, I've hardly lived long enough to have experienced every type of game there is, but to say I have little experience would be a lie. I started fiddling with computers and hardware before I was 10, and built my first PC not long after that, all the while starting to learn the basics of programming by sitting in my school library reading through giant textbooks for different programming languages. Attempting to keep up my interest ever since, I've now got a fairly broad, yet limited at times, experience covering Java, web development, databases and server management. I have run several communities over the years, including old minecraft servers back in the beta days, helped manage forums and administrate/moderate several discord communities. I'd hardly argue I'm great, but I'm good at what I do, and I do my utmost to be approachable and attentive (even when people refer to me as the devil) of server chemistry as people grow to enjoy being a part of it. Now I'm in the midst of my gap year after graduating, and sleeping to 9+am for over a few months really does make you incredibly relaxed. But that's enough of that, let's talk DU and my experiences with the community.
     
    Having used discord for over a year prior to finding DU, I was pleasantly surprised to find that there was an unofficial community one already up and running, and it becomes the first DU oriented discord I join, in the midst of the Kickstarter, no less. As you can imagine, and most of you recall, it was hectic. Nail biting, chart checking, the continuous discussion in every discord every day. The amazing contributions from many community members already being prevalent during this time, people reaching out to friends and contacts, getting people hyped more and more. New creations, videos, art, content, and more. It was absolutely stunning and thrilling at the same time.
     
    In the midst of all of this, I find Cinderfall, or rather, their recruitment message on the unofficial DU discord, and the community site. Seeing that it was already fairly established, as well as connected to a large number of orgs, I decided that if I wanted to get into the proper political meta of the game, this is where I should start. I send an application on the community site and join the discord to be greeted immediately by Neopolitan and Astrophil, the directors of CSYN at the time. What I see is a truly impressive sight, over 10 organizations already established, taking part in an organizational umbrella, months before any kind of game will be released. A couple weeks later after several discussions and interviews, I'm one of Cinderfall's new magistrates, in charge of diplomatic action and the Grand Assembly. Being a part of such a politically involved entity and helping it grow has been a remarkable experience. Allowing for a couple events that transpired afterwards, like the ever famous Battle of Poolamoo (#neverforget) and some pretty hefty changes to the way CSYN operates, as well as several mistakes and learning experiences thrown into the mix. Cut to a few months ago, when I officially become Cinderfall's newest Director, an achievement for me, and a promise to continue to work to my utmost in all situations.
     
    Alongside my work in CSYN, I've helped moderate and administrate the unofficial community discord since March 2017 as well as worked on a discord bot which was released in a new form less than a week ago. 
     
    I'd like to end on a tribute to the developers, NovaQuark, for helping foster this absolutely amazing community. I thank you graciously for showing the world that transparency truly is the key to winning over your players' hearts and that despite what other companies decide to do, you've proven that it is a healthy and sustainable model for developer-player interaction. I want to thank you for your incredible perseverance in a post-no man's sky world, and I applaud you for the way you've handled everything that's come in your way so far. I look forward with even greater enthusiasm than ever, to your continued support of the community.
     
    Thanks,
    Soarnir
  7. Like
    DarkTemplar reacted to Yobowl in Novaquark Monetization     
    Wow this is a heated thread! Guess I'll throw my two cents in !
     
    So regarding OP:
     
    1.  I like the ideas of advertising eventually showing up in the game.  However I believe it should be only in game advertisement.  Like an organization pays a player to host a sign, things like that.  No advertisements from the real world.
     
    I understand that the idea is to get novaquark more money but the in game advertising helps to regulate a healthy economy which is a benefit.  As soon as you introduce real money being used to influence the action of players, it turns into a very nasty real estate grab for companies to get prime advertisement spots.  Also,  I don't think many companies would be that interested in advertising in the game.  The amount of people that would be exposed to the advertisements would be minimal Which would make their return on investment small enough to not care.  
     
    2.  I support the idea of being able to personalize things in-game.  However the concept of paying money for personalized things in a game which is already using a subscription model is ludicrous.  I would rather see players develop custom textures or logos and be able to use those.  It could even lean into brands where you may pay a premium for a ship because it has a certain logo so you know it was made by a certain player/organization.  But,  I don't think this would be technically possible.  I praise NQ for a lot of technical things but I really don't see how they could manage allowing custom images and still keep end user performance high.  But hey, I'm all for it if they can do it.
     
    3.  No,  I'd rather see the staff of NQ spending their time improving the core game which would help everyone.
     
    4.  The subscription based model is fine.  I prefer MMO's where the model is subscription based.  This will honestly be the first game I play that is monthly subscription based.  However,  I believe the content provided is of high enough quality to warrant it.  
     
    Honestly, players who don't want to spend money on time they don't have to play, e.g pay for a month when they only have 5 hours or less per month, probably should not play DU.  The game will require quite a bit of playing and or grinding.  These players' time would probably be better spent on a different game that's not subscription based.
     
    I understand that incomes are different for different parts of the world. And,  for some people the current price model is too expensive even with an ok income.  For people in those parts of the world I would totally be for them paying less.  However, I also understand the impossibility of this.  Since there would be some jerks out there who would try to take advantage of this and exploit a cheaper price when they have plenty of money and live in a relatively wealthy country.
     
    5.  This just seems kind of silly honestly.  I mean I understand where your coming from, but it's just silly.  There will no doubt be countless of videos or streams to watch on DU.  I would imagine people would watch these, or play on a friend's account to see if they are interested in the game.    
     
  8. Like
    DarkTemplar reacted to Lethys in Novaquark Monetization     
    thing is, I wouldn't play games (nor drink, nor smoke, nor throwing money out of the window) if I only earn 300€ / month. As twerk said, this "argument" of "make it cheaper!" doesn't start or stop with the monthly fee but goes on to hardware.
     
    NQ charges 10-15€ per month of gametime. period. That's their choice and they thought very well about that, just look at very basic and simplified numbers.
     
    If you want to play - pay.
    If you want to play but can't afford it - improve your life first and do something about it, instead of whining about "make it cheaper!". You can always improve your situation if you work hard and be smart about certain aspects. NQ can't change your financial situation - YOU can
  9. Like
    DarkTemplar reacted to Anaximander in Novaquark Monetization     
    @Kirtis
     
    When everything else fails, attack the person, not their arguement, right? That is what the ancient greeks called an "idioticos antilogos", today, the concept means "an idiot makes selfish arguements". 

    I live in Greece, where people do get 500  (300 in part time jobs in many a case) Euro a month.. and these people can afford a WoW subscription - given they do play WoW that is . Also, I don't know what the media feeds you day in and day out, the actual situation is not Mad Max over this side of the fence. The same crime that exists wherever you live, exists here as well. It's just here that the media FOCUSES on it to create a narrative.
     
    What's next? "NVidia, give us free GTX1080, or we won't be able to play DU !!" ??? 
     
    "Intel!!!! GIVE ME FREE i7 7700K!"

    "AMD, why no free Threadripper?!!?!?!?! How iz I play DU wit no 20-core PC?!"

    Now, improve your arguement on the bullshit subscription model mentioned in the OP's topic or rest your case and move on. It's not Lethys' problem people have serious financial issues - or NQ's for that matter - nor you know if he worekd to earn his share or was born to wealth.
     
  10. Like
    DarkTemplar reacted to UniversalG in (Discontinued)   
    next minute, asks for free to play
  11. Like
    DarkTemplar reacted to Anaximander in Novaquark Monetization     
    Liek with the other threads, matey, you didn't bother looking uip if NQ has replied on this.

    They don't want a cosmetic shop. The DAC system is more than enough to generate extra revenue. 
     
    Also, Player Studio for Everquest 2 and Planetside 2 ruined the games as of performance. You know, 1 billion different meshes means 1 billion different system + memroy calls.

    Also, I get that you are not a gamer, and that you have zero  context of why these ideas are bad given the COUNTLESS times they were implemented and failed, but saying "modding for an MMO iun a single-shard" is like saying "HEY, LET'S MAKE THE GAME CLIENT 100 TERABYTES BIG! IT WILL BE FUN GUYS! POPPING TEXTURES AND 1 HOUR LOADING SCREENS ARE NICE!!! "
     
    Also, on the "Subscription" model you expressed... you seem to not have EVER used a subscription model. Your "6X hours, 2 months to use it for 60 USD a year" is the epitomy of what's wrong with you F2P crowd. 60 USD at the current model gets you 6 months of unlimited play. 6 Months, no limits on hours. 
     
    You could rname this post "Soup of all the Monetisation Plans for MMOS that lead the game to F2P death, All in One Thread!"
     
    Also, let me introduce you to the world of money - or why you should do research on what you speak of.

    Call of Duty is an annual franchise, with Season Pass - that not many pass over (puns) . That brings the game up to (or around to) 100 USD - 120 USD in price. If you buy the Expansions seperately, you will pay 110 USD to 130 USD.

    Remember, this is an annual franchise, people buy it annually to get the next piece of regurgitated crap Infinity Ward puts out with Activision's blessing.

    So, if Call of Duty was a "free to try, subscription to play game with free expansions" but the same price range... it would come down to 10 USD a month subscription (120 USD a year).
     
    That's DU. A "free to try, subscription to play game with free expansions". I know, shocking, DU costs like a Triple-A title every six months? How dare they create a unique idea of a game and want to make a profit out of it. They should be happy with starving to death.

    One month of the game costs 13 USD to play (10 USD if you buy in bulk). That's 3 cups out of Starbucks that will last you for 5 hours tops in total?  You mean to tell me that the "13 USD sub" is not something people can afford... but a 20 USD costume for their in-game character is something they will afford?

    Also, your VR Tourism idea is known as "TwitchTV".


    All in all, this thread is a nice Subscription / F2P thread disguised to look as a cash shop "whale hunt" suggestion.

    Final Score on the Thread:

    9 / 10 for effort and write-up.

    8 / 10 for delaying the hot topic most of the thought process went to for the sublatteral part of the post (Partial Subscription that makes no sense when you scale it to the current price range of subscriptions O_o ?! ).

    1 / 10 for fact checking or knowing how monetisation works in any video game.
     
     
    Cheerios to you sir.
  12. Like
    DarkTemplar got a reaction from Vyz Ejstu in Vanguard Mercenaries -- Recruiting   
    Credit to Shaw for the lovely poster
  13. Like
    DarkTemplar reacted to Falcor_Rowlinson in If a mercenary makes an introduction is it an advertisement?   
    Introduction:
    Oh where to start... My name is Falcor Rowlinson, yes like the luck dragon I've kept the handle and organization name from back in EVE at its pinnacle TDN was still a small corp of around 30 - 40 people typically dealing in logistics for local pirate groups and contract work. As of now 7 or so years later we're still a small community that primarily plays Arma 3 as a semi - sci fi private military.
     

    Operation Conquistador, 7/21/2035
     
    Plans for DU:
    While only myself and one other from the community are taking part in the alpha others will be following in whenever the game is ready, Our goal is to form a PMC with an integrated weapons company as well as establish a 'neutral ground' location (eg. Night Club, Bar, or Casino) that exists outside of any groups sphere of influence to be a safe haven for the less than ideal citizens of the local space to handle their business whatever it may be while still having the sense of safety provided by a local security force.
    Contact Us:
    Teamspeak: ts01-nyc.nitrado.net:10050
    Email: Todan.Corporation@gmail.com
     
  14. Like
    DarkTemplar reacted to MrShaw in BOO - Band of Outlaws Recruitment   
    Basic move : Join BOO
     

  15. Like
    DarkTemplar reacted to Anaximander in PvP Mechanics and wrong gameplay direction ?   
    Hello there.

    EVE's "lock and fire" doesn't mean DU has to do the "fire and forget".

    The Elder Scrolls Online - a game I spent about, eh too much of my time to be honest - has a tab-targeting systme - meaning your attacks lock-on to the enemy. You can break a "lock-on" from an enemy's attack, by dodge rolling (100% to avoid an attack, both AOE and directed or conal). ESO's soft-lock system, or active lock-on, means that every single time you press left click and you aim at an enemy,. your attack homes in on them.

    That's a VERY likely scenario of the game's combat being like. Why? Cause ESO bases its netcode to action prediciton (similar to diablo) and DU poretty much as adapted thayt model of programming for its netcoding called Actor Model.

    That being said. how could the ESO system of soft-lock targeting meet EVE Online half way?

    Let me explain.

    Let's say you have a staffighet - starfighters have a nose gun, thus you need to strafe to attack your enemy, no really, that's the term when fighters zero in their noses guns, strafe. So, your shi phas a max ω (angular velocity) of 0.1 Radians (number is for the examplen not taken seriously) and your nose gun is a turbo-amzeballs pulse cannon (cause the Empress won't be pleased with anything less than a Pulser, amirite?), so your Pulser has about 5 Km Optimal range.

    But oh noes, the enemy is Lil' Timmy, following the latest Zarvox PvP mayhem video, so Lil' Timmy flies his starfighter at 1500 m/s (cause scruibs do speed-tank). Your Pulser ,at 5000 meters Optimal, (sure hit within that range) can only track a max of 500 m/s with its 0.1 Radians rate of turn.

    Now, this is the real simple crossroads of the two systems. In EVE, ifyour trackign is less than the enemy's anvular velocity at X range, then you have Tracking Speed/ Angular Velcity, and you get the "damage status".

    Since your tracking is terrible, that translates into the game ass "your shot is glancing". You still though, aim to shoot at a voxel aprt of Lil' Timmy's ship - exactly like how the ming system works in DU, they have spoken that's how they want to do things already, just clarifying. You aim your guns at a VOXEL volume on the attack's ship, not "homing in" on them - although, to be fair, MISSILES, could home in on the enemy's Core Unit, and just have the animation collide with the first voxel surface it finds. 

    So, since your ship can't actually fight at that range  very well, your attacks come out as "grazing hits", whioch are more or less, if memeory servescorrectly, you dealign 30% of your damage (before resistances apply). 
     
    As for your comparison between E:D and EVE, you compare two space games with totally differnet gameplay.

    Now, your suggestion of EVE's cancer of a clusterfuck of an overview, does have a merit - for EVE Online, a 14 yeard old game with such a terrible legacy code, that you want to take it out the back and shoot it on the head to tkae it out of its misery. Remember, EVE's based on Magic the Gathering, that's why the game has remants of VERY BVERY OLD SCHOOL RPG MECHANICS - like the aformentioned Overview, which is mroe or less the "card mat" of Magic the Gatrhering. And yes, ships in EVE are just Decks you sort out ,your Capacitor is your mana pool and EVE is a high fantasy MMO with a sci-fi chip on its shoulder. Tell me all about how "EVE is cyberpunk", Blood Raiders are vampires, no matter how much they say in the lore they use slaves for transfusions of blood.

    What I was saying?


    Oh yeah. ESO's targeting system idea NQ may 9 or may not, hey, I am not a fortune teller ) have on soft-lock targeting, is a nice idea. You call it Arcadey, we call it 2017.

    ESO's targeting scheme rewards positioning and situational awareness, while EVE's system of hit-chance calculations rewards you, the player, reacting to thigns happening to you.

    Could you be blown to bits by a Rokh that's been stacked for maximum targeting range in EVE Online at 250Km before you could react? Absolutely, but only if you didn't react to it. Only difference in DU, is that you can HIDE behind objects or other ships to avoid being primaried. 

    So, 3 years from now, when you take your starfighter on a dive in between enemy formations to avoid being peppered by the GSF - or, let's be honest Pandemic Legion -  be glad that NQ didn't go for the Overview from EVE Online

    Cheerios, 

    Cpt. Twerkmotor


    P.S. : Also, there's a high chance they don't want an overview system cause you won't be flying an Erebus on your own. Heck I doubt you'll be flying ANY ship on your own, other than a starfighter.
  16. Like
    DarkTemplar reacted to yamamushi in Dual Universe Community Discord   
    Hi Everyone (and most especially new people coming into Dual Universe),
     
    It's been a long time since I made a thread about the Community Discord, so I thought I'd post this to invite anyone who hasn't heard about it into the mix :-)
     
    We've got over 700 members in it so far, and I think it's come quite a long way over the past year since it was first made. 
     
    It's not an official Discord for Dual Universe (there isn't an "official" one), but it's certainly the largest one solely dedicated to Dual Universe. We've got a few well-known streamers that lurk around, and I've heard a rumor that NQ pokes their heads in from time to time to see what the community is excited about (although they certainly don't have the time to dedicate to participating in any Discord). 
     
     
    Remember that if you are joining for the first time you will need to read the server rules and the message that the bot sends you in the #landing-zone channel. There is a command you have to type (it's all explained in the message you're sent when you join) before you get access to the rest of the server. If you do have problems with it, you can mention @moderators and someone will help you out asap.
     
     
    Hope to see some new faces around :-) 
     
    Until then, see you soon in Dual Universe! 
     

  17. Like
    DarkTemplar reacted to Kurock in What could you do on a multi-crew ship?   
    There are other topics about whether a single crew-member should be able to fly a large ship here and here. This is not about that. This topic is more about what actions a crew could make to benefit a ship over what a single person could do.  These are... 
     
    Things You Could Do On A Large Multi-Crew Ship
     
    The design idea is as follows: Players can "do actions" on specific elements to improve the effectiveness of a large ship. A single person would *not* have penalties to flying the large ship, but neither will that single person be able to activate all the different actions at the same time nor with the same effectiveness as a crewman skilled in a specific area. Let us assume that for a small single-seater ship, the option to activate these bonuses do not exist due to their complexity i.e. the extra manned bonus only comes from a bigger guns/engines/power source/scanner etc.
     
    Character Roles
    I will split the different actions by crew-member roles. Any crew-member can fulfill any role, though having certain skills will make that crew-member much more effective at that specific job.  In smaller ships, some roles could be combined while in larger ships, multiple crew-members could fulfill the same role. 
     
    Pilot
    The helm of a ship is one of the few mandatory parts every ship needs. A pilot already has a very active role simply steering the vessel, which could easily require both in game skill investiture as well as player skill.  So what "extra" actions could a pilot make? Specific maneuvers comes to mind (barrel roll anyone?). But rather than dictating specific maneuvers, the turning speed (roll, yaw and pitch etc) could be reduced allowing for the pilots to come up with their own maneuvers (of course the effectiveness also depends on the ships design).
     
    Engineer
    This role has more options to tinker with the inner workings of the ship or repair the ship directly.  For example routing more power to shields, guns or thrusters giving them a small boost in effectiveness, recharge time or speed. Perhaps the Engineer could push a reactor past its normal limits to provide an extra boost, but at a chance of shutdown if not managed correctly (like the extra power is not used within a specific timeframe). This topic gives quite a few more suggestions.
     
    Gunner
    This role is no surprise.  A turret just works better with a player actively aiming and firing it. What about when the weapon is not being used during combat, such as when the ship is facing the wrong way? How about a preparation load action that allows a second shot to be fired a little sooner than it otherwise would?  If the game had large fixed weapons that could only be aimed by the pilot by pointing the ship in the correct direction, then the gunner could man one of these to allow a bit more leeway in its aiming. 
     
    Navigator
    Keeper of the star-maps, maker of navigation way-points (how else will the pilot know where to point the ship to).  A navigator would not only plot a course but also actively update the course as new information becomes available from scanning.
     
    Scientist
    Scanning and analysis is the scientists role.  Detecting something (like a large amount of iron on a nearby asteroid) needs to be analyzed by the player (with skills giving valuable clues) to discover if that iron is just an iron deposit or if it is actually a potential enemy ship made of iron.  Actively scanning opponent ships to pinpoint weaknesses as well as jamming opposing scans could be an interesting interplay all on its own.  The scientist could decide to do targeted or general scans with the targeted one covering a smaller area but delivering more accurate information. A large ship could even have multiple scientists, one monitoring deep space scans and another running close space scans.
     
    Captain
    The captain of the ship already has a massive job to make all the best decisions based on information given to him by his crew. And who doesn't want a large fancy captains chair? A captain sitting in his chair might be able to boost a single action of another crew-member a little as chosen by the captain. Of course only one such boost could function on a ship at a time, because there can only be one captain. This is a great way to have the captain contribute mechanically (even if only a little bit) and to shore up a role that the ship might otherwise be lacking.
     
     
    What other things do you think would be beneficial to do on a multi-crew ship?
     
    Edit: This post inspired by Starfinder which I played over the weekend.
  18. Like
    DarkTemplar reacted to FD3242 in DU Memes   
    What do we do again?
  19. Like
    DarkTemplar reacted to Cybrex in BOO - Band of Outlaws Recruitment   
  20. Like
    DarkTemplar got a reaction from ThatAlex in Gamescom insights   
    I think this is the most important piece of knowledge we can take away from gamescon
  21. Like
    DarkTemplar got a reaction from SimonVolcanov in Gamescom insights   
    I think this is the most important piece of knowledge we can take away from gamescon
  22. Like
    DarkTemplar got a reaction from Kurock in Gamescom insights   
    I think this is the most important piece of knowledge we can take away from gamescon
  23. Like
    DarkTemplar got a reaction from Sharknoon in Gamescom insights   
    I think this is the most important piece of knowledge we can take away from gamescon
  24. Like
    DarkTemplar reacted to Dhalren in Hello, new pilot here!   
    Hey all,
     
    I'm Dhalren. I'm a long time MMO and Pen-and-Paper gaming veteran. I've followed DU since the kickstarter days, but with the announcement of actual Pre-Alpha testing I've decided it was time to introduce myself to the community. I think Novaquark is building something pretty amazing here. It's about time for it to become a reality, right?
     
    I look forward to flying with you all.
     
    ~ Dhal
     
     
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