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lethak

Alpha Team Vanguard
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Posts posted by lethak

  1. Problem with allowing players to name planets/solar systems - especially in an MMO - is you come across the abuse of said system. I would be all for it personally, but only if there was a report feature if you come across an inappropriate name. Even then, that would put more of a work load on the NQ staff. It'd be a neat feature, but I can settle for randomly generated names as well.

     

    Predefined blacklists are a common thing these days ;)

  2. I have seen the 2h leaked footage and I must say I am disappointed by NMS.

     

    Comparing it to DU would be like to compare orange and apples.

     

    Here is what I hate in NMS:

    • No multiplayer gameplay
    • Punished by Police AI for harvesting/killing things on planet and in space.
    • Cartoony visual experience with a lot of fog as a general rule for handling level of details. (LOD)
    • Crappy space station design, with only one room and a trade terminal.
    • The whole thing have quintillion planets and lifeforms, but without anything to do on it beside "point and click" to scan/harvest and repeat.
    • You can "name" every lifeforms/planet you are the first to discover... but infact you are not the first to discover it since its crawling with "abandoned outpost" -> making true immersion an impossibility. Beside, no one will ever get to the same planet as you. and if this happen anyway, they will just leave and find another one to get naming rights for themselves.
    • Space combat looked like point and click ONLY, no room for emergent gameplay, you only get the one ship you can "upgrade", and its stuck with you.
    • Once you have it upgraded, you can head toward the center of the universe and enjoy the cinematic and you are done with the game.
    • Nothing to "build".
    • Price too high for a tamagochi simulator.

    Perfect for a true casual player on console. But not for me.

     

     

    On the other hand what I like on DU is what NMS is lacking:

    • One unique multiplayer server allowing for MASSIVE multiplayer gameplay.
    • You can build anything, anywhere, and it stays for everyone to see and use.
    • Unlimited number of planet with territory control worth fighting for.
    • Player driven economy
    • Sandbox for emergent gameplay.

     

     

    I bet NQ will add the functionality to "name" a planet if you are the first to discover it, or if you own >90% of it. It would not be a great deal for them.

  3. Ok thanks you guys. But one more question WHAT IS THE ARKSHIP?!

     

     

     

     

    http://www.dualthegame.com/backstory

     

     

    The United Nations decide only 6 months after the news to embark Humanity on the "Rebirth program". Outlining plans to build thousands of gigantic arkships and evacuate the planet of as many people as possible.

    It is the most epic human adventure ever and leads to the departure of millions of humans towards distant possible home planets. This is known as the Grand Exodus. Some will not survive, some will miss their destinations. But the belief is that some will become the new hope for humanity.
  4. You didn't understand the term ship? Is a spaceship something that is crawling on the ground? You understand the difference between utilities of each type I hope.

     

    The game don't.

     

    It is either a planetary construct, or not :)

     

     

    In this game, a "ship" is a name you associate to a construct with attached propulsor and cockpit.

     

     

    why the aggressive attitude  ?

  5. In my opinion, for ships at least, we should only take into account three types of generators.

     

    Why only 3 for ship ?

     

    A ship is a construct not anchored to a planet.

    A construct not anchored to a planet is not only a ship. It can be ... a giant crawling ground vehicle for example, With much room for any suitable power generation technique

  6. If you are able to maintain multiple character on a single account, an option for permadeath upon creating it could be easy.

    You would be locked out of it, and create a new one. but what happens to your belongings TCUs etc ?

     

    I dont see why NQ would implement this, since this may appeal to 0.01% of the players and require quite some time($$$) to think AND implement.

  7. But what if it's like minecraft where you just place a tall stack of blocks build what you want to build then remove the supporting blocks and BOOM! You got a floating city :P

     

    This will work at the moment.

    They said this in a devblog article somewhere.

     

    They are not planning to simulate physics at this level because it is too much taking on server CPU. It would prevent the game to host 1000+ players at the same place.

     

    So, you could just do that.

    Beware, Territorial Control Unit are planned to extend only 1km above ground level.

  8. We do have Teamspeak to communicate as a community.

     

    Ingame text instant/delayed message would be used for communicating with other player/group outside of our community.

     

    But, the only way I would use voice com ingame, would be if this is well integrated, and not some sort of magic.

    for example: a Radio Unit Element + Radio Antenna being placed on any construct, allowing interactions

    • Request an encrypted (private) voice channel with <target>
    • Request a public voice channel with <target>
    • Broadcast to all in range (like marine emergency VHF canal 16)

     

    Players manning a terminal at the radio screen could "subscribe to comm request"  to be poked when someone is requesting to open a channel.

    Maybe they could manage open channels by closing them, or playing them to the ship speaker system so that every one inside can listen.

     

    I know teamspeak have a professional SDK that would enable a game developer to do that without starting from scratch. I bet they are not the only one.

     

     

    "TFR Radio" in Arma is another good example of ingame implementation: you have portable radios and the ability to change frequency like a real one.

    also the broadcast / listening range is limited by the radio model you are equipped with. Sadly, TFR is a teamspeak client plugin that interact with a game server script and is not supported as an official feature.

     

     

    I would not make it a priority: first things first, remember this is an indie studio.

  9. I'm saying it's not quite the height of the day to see a masterpiece gutted by something that shares it's aesthetics with that of a brick.

    Maybe you haven't seen "Doomcubes" first hand yet, but believe me their pilots do just that: No ornamentation, no nothing, just an actual, smooth-sided cube.

    They don't fret either about losing their "design", rather, are unwilling to spend more effort on it, and, at least some of them do it precisely because it's annoying, not just because it's the simplest way to win.

    That kind of people? No thank you. All they need is the chance to do so, and they'll work tirelessly -and find ways to cheat- to get to those who don't want them around, be it a game with a hundred wilderness maps or a hundred galaxies. I watched that kind if d!ckery too long, both in games and in the walking world. While I am able to deal with it, I do prefer to keep it as far away from me as possible, not unlike molten metal or other dangerous substances. At least when I'm looking for recreation.

    I can agree with that, and have, in fact, been experimenting this shit in a similar fashion on other games before.

     

    However, this thought me to better prepare myself to counter-it.

     

    So, maybe before building my masterpiece, I would secure the area with a TCU (Territory Control Unit), to deny any easy and unwanted terrain modification around.

    Maybe I would add a perimeter defense system all around, lets say Anchored Automated Turrets in sync with a radar unit and an IFF system. ( to be confirmed :) )

     

    In short, I would have used the game the way it is meant to be used.

     

    If this may not be enough to deter the hardcore lowlife of a scumbag and his cube; I know I could count on the community I am part of to be of some kind of assistance via added security. I would have built near them, ensuring longer human presence around to have more chance to be able to intervene in a defensive situation.

     

    Maybe my community will be part of a larger player-faction with strict police laws, then maybe I will be confident my masterpiece will be reasonably safe there.

     

    Adding to that, the devs may add (somehow) a "god mode" intended to civilian constructions (or another system intended to protect such masterpiece) [this worries me since this is such an opportunity for unbalance and abuse of game mechanics regarding PvP and territory war]

     

    AND lets not forget, you might just be able to have a blueprint for your masterpiece, AND maybe, supply it with "auto-reparators" as I am sure to have read about them somewhere on the devblog.

     

     

     

    Conclusion,

     

    Mr Scumbag is a challenge and an opportunity for more "meta" game, and is making sure I don't die bored of the game too easily.

  10. Hi !

    Welcome around.

    You mentioned some interesting points, however I beg to differ on most of them.

     








    What NEEDS to happen, is the ability to build custom prefabs in-game, just like building the ship itself, then assigning functions to them through some menu, marking attachment and animation points, etc, so everyone can have the perfect part that perfectly fits the vessel he likes, and not just one general, bland sci-fi design!
     
    That one is important. If nothing else happens until release, it needs to be made a reality, unless you're fine simply aping Space Engineers.

     
    It would be COOL, but absolutely pointless regarding gameplay mechanics, and add over-complexity for the devs to implement this purely cosmetic feature.
     
    COOL, not NEED.
     
     
     

    Did you spend 300 hours lovingly building a masterpiece? Tough luck when the powergamers fly in with their literally 8-polygon cubeships and manage to trash it because they didn't waste space on something as trivial as accurately replicated interiors.

     
    On this one I do think this what will happen.
    This is a Game Designer task to think of an incentive for the player to add richness to their ship.
     
    And ... Blueprints happened.
     
    Since you can make a design and store it for replication upon destruction of the first prototype (or else).
    The PvPers will, too, make some efforts into building their ships; because nobody likes flying in a piece of junk and will now their effort is not truly lost after a fight (so as yours).



     

    Does your six year old son enjoy flying the very first, and superest spaceship he ever built? [...] oh the innocent fun he's having! However, that smile will quickly turn into disappointment when cannon shells a thousand times larger than his ship start raining in from fifty-thousand meters, or just, more prosaically, encounters his first really sick griefer

     
    As in any MMO, and especially in a sandbox PvP-oriented one, this is to be expected, as it should.
    Knowing this, you can always monitor and prevent your child to access the game if you think this will be a prejudice for him to experience this.
     
    If you want your son to play a casual space MMO where nothing of the sort will happens, please introduce him to "No Man's Sky", as I think it is more oriented toward the "innocent" gamer (it is not even truly multiplayer, so no pvp)
     
    If your son want to enjoy ship building, please try the plethora of titles that already offer it today. (SE, etc...)
     
    To my opinion, none of them are satisfying, and Dual Universe represent hope of a true sandbox game, which is a rare commodity these days. So rare in fact, that most of the current generation of MMO player doesn't even know what it truly means.
     
    For me, it means freedom.
     
    Freedom NOT to destroy your ship if I decide to have pity or simply does not care !
    or...
    Freedom to destroy your son's ship just because I can. (size do matters ^^)
    If I feel I can, it is because I am prepared for this fight.
    In the process, your son may just learn that, to be prepared.
    He may take the challenge and think of a better design for his ship, and (much) later love to PvP and not living in fear, because too, he will think he is prepared.
     
    Freedom to NOT love PvP and be prepared to defend your "life" at a high cost !
     
    All of this is not griefing. This is Freedom.
    this freedom will ensure countless encounters, none of them the same, this freedom will make sure Dual Universe will not bore you after a few hours.
     
    PvP is just an example, but the same logic applies to other aspect of the game.
     
    Also, you will be free to reject civilization and be on your way to the edge of the (infinite procedural) universe .. never to cross path with another human again ... That can be a challenging goal actually.
     
     
     

    What I'm saying is: Smaller, dedicated servers are better, with closer communities, which in turn are closer to the people running the show, thus are better served, and better able to find a virtual home they can enjoy themselves the way they want.

     
     
    Smaller server means more rules required by the close proximity. More rules means less freedom and less emergent gameplay;
    In short: a game able to die quicker, and a large amount of player deterred.
     
    If I want a small community, I can find myself a nice server of .. SE, or Rust, or even WoW.
     
    This is just not what DU is aiming for.
     
    In DU, you will have freedom to make friends with other player wanting the same as you.
    You will be able to team up and play together or just be neighbors  ! You can define your own "high standard" and go evangelize it into the verse (or not, again, you are free).
     
    Build or join a community like-minded and just play together. You will find that the journey will bring you to places and situation you could have not even thought of before. You will be able to count on other players to "defend" your 300 hours masterpiece, or to hunt down whoever tried to smash it.
     
     

     

    That was the reason against a centralized server.
     
    Now for the dirty financials:
     
    I personally think it's robbery to pay a monthly fee. I can buy the things I like, and then they'll be mine forever, or at least until they decompose. Buying a game once, then having to pay ANY fee just so I can keep accessing it is the definition of evil, and the lazy company's way of getting rich.

     
    I would agree with you for a solo game.

    Again, DU will be a true Massive Multiplayer Online game
    It will run on cloud servers. Be it Amazon S3 or Google Cloud, this cost money. A LOT OF money.
     
    So, a "maintenance fee" is required.
    It is only normal as a player, and user connected to those servers, to participate to the cost.
    NovaQuark must pay employees to keep improving the game, and to pay server bills. Lets not forget rewarding investors who made the whole journey possible.
     
    So no, sorry, this is not robbery at all from my point of view.
     
    No Man's Sky DO APPEARS to be robing their customers from my point of view... $70 for a procedural, soloplayer, tamagotchi simulator...err .. why not .. but .. well ... they do have servers to maintain the live database but ... the game is not even multiplayer.... (I have just seen a 2h long leaked gameplay video)
     
    Back to the fee: in DU, you will be able to pay using PLEX-like item, using in game currency. So, even with razor blade in your pockets, you will be able to enjoy the game ^^.
     
     
     

    I'm perfectly fine paying for the product ONCE, as they deserve it. I'm also willing to pay for an expansion, as that has a fair amount of work put into it, and as such, has worth.


    Optional buying of expansion do divide communities. =/= freedom of a sandbox
    It might be the best model for another game, but for DU, this makes no sense.
     
     
     
     

    Evil people write dev blogs like that, and stupid people believe them.


    Just as people play games not intended for them and go and bitch to the evil dev who made it because it is too hard for their non-experimented taste.
     
     
     
     
    Conclusion
     
    Lets agree to disagree on almost every point ;)
     
    I sincerely hope you will be able to enjoy DU if it comes out as promised, you might just surprise yourself having the blast of a gamer-lifetime.

  11. Is food meter really necessary?

     

    I'd prefer an "hunger meter".

    • below 30% you get bonuses (running speed?)
    • over 50% you get penalties
    • when reaching 100% you die of hunger.

     

    it can take 12 hours to start feeling hungry again (30%)

    and several days to die (100%)

     

     

    also, we can be certain food will be a thing:

     

     

    We are also thinking about farming and hunting, because you will need food.

     

    source: https://devblog.dualthegame.com/2014/08/17/about-the-alpha-gameplay

     

     

     

    The only reason I am OK with that, is because it will create a limitation for the lone explorer to deals with.

    Bringing food requires storage, and probably other thing to "support" your life in the wild of a new planet.

    You will not be able to stay forever if you came unprepared and unaware of what you are doing.

     

    Beside that, I cannot see why I would enjoy playing farmer

  12. I would love to see this kind of action. But I am worried it won't be possible. The devs have chosen to go with a lock on form of ship-ship combat in order to avoid using physics and calculating trajectories for bullets. I could also see them choosing to do the same kind of thing with collisions. Ships and constructs would just "bounce" off of each other like a pair of billiards balls.

     

    Hopefully they wouldn't do that, but you never know.

     

    I am not sure it is to avoid using physics entirely. It may be to avoid to use physics for each one of the countless projectiles that are fired by a turret. Using maths they can process one projectile and replicate to simulate the whole salvo.

     

    Collision and kinetic impact of construct against construct are much less of a spam usually. Lets hope it will be possible without performance issue

  13. Well the further something is the less real time it is.  The lock on fighting mechanics may be able to adjust for this but not sure how something like shooting a ship in orbit from the surface would or even could work.  Your view shows it and you fire but in real time the ship already left for example.

     

    Your view maybe, but the server knows, and from the target view, it will be displayed as it is approaching

  14. some more ideas:

     

     

     

     

    Alarm Rotating Light (light emitter)

     

     

     

     

    Functions:

    • start
    • stop
    • changeColor(new color)
    Events:
    • started
    • stopped
    • colorChanged(oldColor, newColor)
    http://www.federalsignal-indust.com/sites/default/files/slides/products/371_C_HRb.jpg

     

     

     

     

     

     

    ---------

     

    Alarm Flashing Light

     

    same functions and events as all above

     

     

     

     

     

     

    ------

     

     

    Alarm Sirene (sound emitter)

     

     

     

    Functions:

    • start
    • stop
    • fadeIn
    • fadeOut
    • changeVolume(percent value)
    Events:
    • started
    • stopped
    • volumeChanged(old value, new value)

     

     

     

     

    ---------

     

     

    Alarm Bell (sound emitter)

     

    same functions and events as above

     

     

     

     

     

     

     

     

     

     

    ---------

     

     

    Flat Screens (all size, sleek looking)

     

    Curved Screens (all size)

     

    Static Display Panel (would not require power to operate, cannot be changed once defined, like Rust's wood panels)

     

     

    ------

     

    Global Positioning System / Inertial Navigation Unit (tl;dr: "YOU ARE HERE" on a planet, and in space )

    ------

     

    IFF - Identification Friend or Foe

    • Client: Broadcast (radar?radio?laser?) a user defined set of key/label like "callsign=DEIM Ship One" "type=passager transport"
    • Server: automatically capable of telling if a given client is friend or foe. (no need to overcomplexify the game by adding top secret crypto codes etc)
    (wikipedia page)

     

     

    ------

     

     

    Big searchlight

     

     

     

    Functions:

    • setPowered (on/off) -> rotation
    • startLight
    • stopLight
    • autoRotate(on/off)
    • setPosY(value)
    • setPosX(value)
    • setFocus(value)
    • changeColor(value)
    • trackTarget(target)
    Events
    • powered(on/off)
    • lightStarted(on/off)
    • autorotation(on/off)
    • tracking(on/off, target)
    • xPosChanged(old value, new value)
    • yPosChanged(old value, new value)
    • colorChanged(old value, new value)
    http://glamox.com/upload/2011/06/22/xs_anti-pirate.jpg

     

     

     

     

     

     

     

    IR Imagery / CCTV Camera

     

    can be used as sensor for lifeforms detection from orbit or within a construct

     

     

     

     

     

    Functions:

    • setPowered (on/off)
    • autoRotate(on/off)
    • setPosY(value)
    • setPosX(value)
    • setFieldOfView(value)
    • getFeed -> used by display screen
    Events
    • powered(on/off)
    • autorotation(on/off)
    • xPosChanged(old value, new value)
    • yPosChanged(old value, new value)
    • PlanetaryConstrcutDetected(target)
    • SpaceConstructDetected(target)
    • LifeformDetected(target)

     

     

     

     

     

    ---------

     

     

     

    Small / Medium / Large Telescope (deep space ship detection, planetary exploration / survey)

     

     

     

     

    Functions:

    • setPowered (on/off)
    • setFocus(value in percent)
    • setMinRange(value in percent)
    • setMaxRange(value in percent)
    Events
    • powered(on/off)
    • focusChanged(old value, new value)
    • minRangeChanged(old value, new value)
    • maxRangeChanged(old value, new value)
    • PlanetaryConstrcutDetected(accuracy)
    • DeepSpaceConstructDetected(accuracy)

     

     

     

  15. Actually, if you wanna find more on how the devs envision the stargate system, check up what a Hypernet Gate is on John G. Hemry's series of novels, the Lost Fleet. That will explain all your answers, according to what is said by the devs. The whole Hypernet idea will balance the use of normal FTL between adjacent systems and make the stargates a tactical benefit for a mobile force.

     

    I would love to read this but right now, I can't. However, i could find a little bit of info here:

     

     

     

    The Alliance, however, has obtained a "hypernet key" from a Syndic traitor, allowing them to send a large fleet through a hypernet gate to directly attack the Syndic homeworld.

     

    Does this implies a stargate can be private and you will not be able to open it without the key/code ?

     

     

    When Geary leads the fleet to attack the Lakota star system, the aliens manipulate the Syndic hypernet to divert a Syndic fleet to the system

    Does this implies stargates are or are not limited to a single destination each ?

    Does this implies stargate can be hacked/jammed by a force without the keycode?

     

    "doh"

  16. I'm guessing how big you can span your empire depends on the people you have. If you have a large group with dedication and a good chain of command it could last a fairly long while but could easily collapse due to inactivity and members not playing their part.

     

     

    This seems to be the most logical reason for an empire to collapse. You can try to "exterminate it" but the universe is infinite, and as long as they have a few members playing, they will fester hidden under this or this rock.

     

    Poor planning too. If they have all their assets at the same place and its visible from orbit, well... they will attract predators quick. "one mistake and its over"

  17. So the devs have said no to nukes, would having a satellite above the planet that drops tungsten rods down letting gravity do its work have any affect on the surface? 

     

    Why not add explosives to it ? :)

     

    With such a system, i believe the problem would be logistic.

     

    "3D printing" the projectile in a loop can be done in Space Engineer, not sure if this will be the case here,

    anyway, it requires the construction materials to be on board the launch platform in order to feed the printer.

     

    Or you could simply create a ballistic bomber with X projectiles already in the bomb bay, and reload it from your base somehow.

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