Jump to content

Movix

Alpha Tester
  • Posts

    30
  • Joined

  • Last visited

Everything posted by Movix

  1. Hi all, What do you think about a backback that can be crafted and traded with following features / variants? All variants have a Control Unit (no slots) and following root features that increase with the tier Extended nanopack storage level 1 Mining / ore scanning / detecting skills enhanced level 1 Basically that would be the tier 1 basic Backpack And here a the Backpacks tiers 2 to 5 Uncommon : Basic + 1 slot Databank + root features level 2 Advanced : Uncommon + 1 slot Emitter + 1 slot Reciever + root features level 3 Rare : Advanced + 1 slot Space Radar S + 1 slot Atmospheric Radar S + root features level 4 exotic : Rare + root features level 5 Perhaps you have any other ideas for feature or another order
  2. Hi all, what about a new production mode for transfert units that allows leaving a certain amount of the processed resource in the input container. in other words transfert all but X.
  3. Hi all, I'm mostly doubting for the future of DU but i still believe i can be a unique game that many gamers could be hyped of. But it needs to have a real fun factor for the masses of player and not just for those hyped by building. Indeed the majority of player are looking for the quick fun, they are not willed to stay farming or building hundreds of hours. In short, the masses that would bring the income with their subs need to be entertained at a high and constant level. Since the games credo is that players have to produce the content, and this in a way that they need to play together, i feel that the game is lacking in mechanics motivating people to work together on a larger goal. Also to have PvP, players must have a good reason, since it costs a lot and is time consuming to organise in a larger scale. So here some ideas, probably some are good and others not, perhaps some would need more elaboration, take this as a brain storming. 1. Player interaction and reasons to join a mega org. Lets say a player is considered active if he connects at least once a week and has a total of 1 hour play time a week. As soon as an Org reaches a certain amount of active members and in the same time owns a predefined amount of claimed tiles in a same area, the Org will be considered by the game as a nation. From that point and as a nation an org gains access to certain things. For example schematics, or claiming rights on otherwise restricted areas, gaining access to jump points for faster travelling, and you can imagine a bunch of other advantages and those could be given upon the player count. It could be also interesting to give an org the possibility to rank their members so that they can define what advantages are available to their members upon their rank. A player can only be member of one Nation Org at the same time. 2. PvP For global warfare to happen player / orgs need a reason to fight. The fun ? yes, but that's not enough. The first point of this topic will give one reason as competing org want to keep their opponents as low as possible, so stealing tiles, stealing members, but that's till not enough. The game must have some single points of interest, either ressources or jump points as an example. Org will have to compete for those and PvP is one way to do so. 3. Wipe People are complaining of the current situation that some orgs have stockpiles of ressources and assets because of exploiting game mecanics or because they took advantages pre 0.23. Let's be honest, imagine if DU is well balanced and as i player i join years after the launch of the game. I would find myself in the same position having big orgs with an insane amount of assets and resources. So a wipe would change nothing and a few monthes or years after a wipe the situation would be the same. So for my understanding i do not see the benefit of a wipe in a game like DU. If you feel an org needs to be wiped, use PvP , there is always a way even if the target org has loads and loads of assets or/and players. This has been seen in so many other games and also IRL. What fun a player that does not like to farm or build can have in DU ? Lots of players and orgs have build amazing things. Mainly those are there to be shown and do not really provide other players some fun or gaming content. I'm aware about puzzles, racing tracks, some markets to buy assets and ressources and of course also ships. But as like all other large scale space games, the player must travel a lot to reach those contents. So in the end it gets difficult to imagine a way those contents could be made available to the masses. I'm convinced that some PvE content must be created by NQ. Not only they could render farming a bit more exiting, but it could provide some fun for players that start the game without having them to join a big org. Most players want to discover a game before joining a large group, but what could they currently discover or do in the first dozens of hours playing ? Farming and some basic building. All in all i choose to slow down my activity in DU and wait how it will evolve. Thinking that a lot of players do the same the active player base shrinks and thus less content is produced by players. So it's a vicious circle that will only lead to what we've seen so many times. Game shut down because lacking players. I guess it's time to draw clear goals for the near and far future so that the passionate players still see a reason to spend time in DU and give it a chance to reach what DU was aiming for since the beginning. Honestly, lots of us a tired to hear mainstream devs telling that the future will look like blablabla, and telling that all is not clear or decided and we'll see in the future. No we need a plan we believe and trust, and more over that makes sense. I needed to post this after all the shit talk i participated in on discord, it's part of my mourning i need to do at this stage.
  4. guys, we are in 2529 and need to send pigeons to transfert data ? but we have google docs it seems a bit salty and it is. On one hand we have the goal to build civilisations and on the other we lack in tools to manage it. I understand the concern of keeping the game fair to all players. But i recently seen a statement that it's not fair to have players without advanced Lua skills being disadvantaged. That's true and not true. See simply the power an organisation has on the ressource side. The more you gather the richer you become. The richer you are, more richer you will become. So there is already a disadvantage. And in my understanding a player can choose to apply to an org that has what he wants or there will be ways or alternatives he can buy with ingame money. But what if a technology is not sold and gives an org an huge advantage ? They already have it with a big player base. so where is the point ? I guess we have to wait that things evolve
  5. oh i noticed this is not posted under NDA, could an admin or moderator move the post, hopefully that's the reason no one reacted.
  6. Hi all, i'm not sure if this is the right section of the forum to post this topic, but as you can guess it apppears to me to be adequate. Also forgive me my bad English, specially because this post is quite long As a hobby developer i love the possibility to program in LUA IG. That said i encounter so much frustration because of limitations that are currently IG. I searched the forums and Discord to see if i can get answers to my questions, but in the end nothing helped me. so i'm here I'm not posting here to rage about those limitations, but as i'm engaging a fairly high amount of time in realizing things i wonder if this work will not get useless after some future updates. So i'm coming up with some questions about future features of DU LUA. Before diving into LUA details let me give you the understanding i have of the vison DU has. For me DU is a root level sand box where players will build and realize the content and environnement. DU call itself a game where players will build civilisations. with the current balance and the scale of building things like civilisation, or even more humble let's say a town, it requires a lot of time to gather, transform and build. And that is the easy part. The more difficult job is to make a project appealing in order to seduce players in joining. From then you need to manage, organise, control, and plan things. Again at the scale we are talking about you'll probably have dozens of players and as much tasks to manage. Thus you will handle huge amounts of data and communication. That's the point were i want LUA join the party. Event Calendars, accounting of players activity, Task management, Statistics, just to list some In the current state those thing will not be possible because of missing API features and existing restrictions. So here a list of things that i'm interested in knowing if they will find somehow a way into the game or if it's already known that they are a no go System Will there be a GUI API that allows interaction (mouse and/or keyboard handling) on screen elements, HUD ? Will there be a documentation about rules for CPU overload evaluation ? Will the LUA code size limit stay or change ? Will the screen element content size stay or change ? Will player accounts be IRL verified ? i mean will we be able to detect multi account players ? Data Storage Will there be some client side storage ? Will there be some server side storage ? Will there be some évolutions of the IG Databank in terms of storage space and APIs like CRUD like sql) ? Messaging Will there be a way to send messages to another player in a hidden system channel reserved for LUA messaging ? Will there be a way to post send messages to chat (all default channels and private channels) ? Will there be a way to interact from LUA with a server on Internet like a discord or web server ? Will receivers / emitters have some more features like private communication vs broadcasting ? Core API Will there be a way to see the size (XS,S,M,L,XL) of an element ( getElementSizeyId(id) ) ? Will there be a way to modify link between elements ? Will there be a way to interact with RDMS like adding or removing people/orgs in Actors, elements in Tags ? Will there be more ranks in orgs and will there be a way to edit memberships from LUA ? Will it be possible to gather more data from players API like orgs memberships and/or talent tree ? Will it be possible to rename elements ? IG Storage Will there be a way to get the container inventory ? If yes will there be a way to get the owners (claim) for each item stack ? Industry Will there be a way to set recipe? Will the be a way to set the amount to craft ? That's the most important for me that i remembered during posting this. I'm sure i missed a lot of questions that are important, like all the piloting related stuff for example. i Wonder what you guys are thinking about my questions and hopefully those skilled in other LUA IG mechanics add their question if they feel like me
  7. discordauth:WPccKtv4DMScNItps9J4K1bFh_rt3dCZQ-HInUe_UFI=

  8. Hello all, i recently joined the game in it's alpha phase. I played a lot Space Engineers and i'm following DU for quite a while and finally bought it a few week ago. I'm interested in LUA stuff and would be happy to be ablel to chat with other players programming LUA in DU. Movix
×
×
  • Create New...