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lethak

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  1. Like
    lethak got a reaction from [BOO] Sylva in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Most MMOs with persistent player owned assets implements a cyclic vulnerability timeframe.
    Traditionally, the owner (or allowed by RDMS) is able to change the vulnerability period once in a while.
    This makes the possession immune to most actions outside of this vulnerability window where it can be challenged.
     
     
    I like the part where NQ plans to alert the player via email. But in truth, in 2018, NQ should implement webhooks and or APIs
  2. Like
    lethak reacted to NQ-Nyzaltar in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Hi everyone! 
    Here are some answers to your questions and additional information to your feedback

    @FleetAdmiralCoke
    We are not sure to understand what you call "safe building zones to very small areas in very specific places". Moons having MSA will have thousands of territories each. Arkship Secure Areas will also contain thousands of safe territories. Those are not particularly "very small" areas. Planets will be huge, and safe areas, while limited, will be huge too.
     
    About choosing the location of a city outside the MSA and the ASA, it has never been confirmed that we will let players choose a place for a city, then make it officially invulnerable. The idea may have been mentioned somewhere, but it was just an idea and with this idea comes a lot of issues of game balance. The most obvious possible abuse is the following: 
     
    If we let players choose which location should become permanently safe, then you will have very big organizations, able to mobilize hundreds or even thousands of players installing invulnerable cities just next to their smaller opponents, giving endless possibilities of harassing theme easily. That would give an unfair advantage to big organizations. Abuses can be made by installing invulnerable cities on high value resources with no revert that once it has happened. Unless we find a reasonable way to prevent such issues, it's unlikely that the Secure Areas location could be decided by players.
     
    Now, all the explanations above are for MSA and ASA, for areas 100% safe with no exception.
    However, that won't prevent players to build heavily protected cities in Unsecure Areas. A city built in an Unsecure Area will still have a chance to be attacked and destroyed. We won't start to give details here of what could be reinforce defense for such cases (cities in Unsecure Areas) but it could be the topic of a new DevBlog in the future. The present DevBlog was released mainly to answer the recurrent questions of "Will Dual Universe be a complete Free For All game ?", the answer is "No, there will be room for very different player types, but it doesn't mean it will appeal to everyone either."

    @Lethys
    - If we were to use domes instead of bubbles, what would happen if an agressor starts to dig a tunnel under the dome?
    - About DPS saturation and the risk of player blobs, we will take that into consideration. For now, it's still too early to confirm how PvP Mechanics will work.
    - MSA can't be placed anywhere as those will be located on specific moons, decided by Novaquark.
     
    @Hades
    It's still too early to give details on the final mechanics for the Protection Bubble. As said to FleetAdmiralCoke, this Devblog was meant to address recurrent questions from newcomers. We won't give right now the details regarding the protection bubble.
     
    @AeonReign
    Well, for game balance reason, basic protection (protection bubble mechanics) should be affordable and not that expensive, otherwise playing in Unsecure Areas will be only viable for people that never disconnect from the game (and we don't want to encourage such behavior).
     
     
    @Takao
     
    Thanks for reporting the typos.
    1) In Arkship & Moon Secure Areas, you CAN'T claim an already claimed territory, for obvious reasons.
    2) If you install Forcefields in a certain manner, it may lead to a situation where you can prevent people to enter a territory.
    3) MSA won't be on every moon. There will be MSA only on moons decided by Novaquark.
    As said to Hades, we won't go into details for now.
     
    @PerksPlus
    Moons with MSA won't be next to planets with valuable resources.
    Or else, it would nullify the concept of "risk vs reward".
    Moons with MSA will be near planets with ASA, or with low valuable resources.
    That means that if some pirate want to ambush miners gathering valuable resources, he will need some time to go back to the safest area (and plenty of time to be intercepted). Moreover, we are considering also game mechanics that could discourage greatly the behavior "Go In/Go Out" from a Secure Area abusively, just to ambush people without taking any risk.
     
    @Shadow 
    @Ben Fargo
    We won't go into the details of the Protection Bubble mechanics yet.
    As said to Hades, this Devblog was meant to address recurrent questions from newcomers.
    There will be another Devblog later giving more details on that aspect, and it will most likely be when we will talk about PvP
     
    @Zamarus
    The difference between ASA and MSA:
    - ASA will get have basic, low-value material in the ground. Players who just want to build things without being bothered by PvP (and aren't interested to compete with other players in terms of construct optimization or combat) will be advised to stay in this type of safe area.
    - MSA are Safe Areas with no other perks than being a safe place. So yes, if you want to build in Sanctuary Areas, it will necessitate to bring resources from outside.
     
    @lethak
    @yamamushi
    @LittleJoe
    Of course, we have considered APIs.
    But as already said before, it means additional development time (far more than just an email alert) and we want to stay focus on the features promised during the Kickstarter first, for the official release. However, there is a high chance that the dev team plan something on this topic once the game will be launched (we prefer to take the proper time to develop one if we want to avoid issues)
     
    @mrjacobean
    @Kurock
    - There will be MSA only on moons decided by Novaquark, nowhere else.
    - If a moon has a MSA, it will cover the whole moon (unlike ASA, which will cover only a part of the planet where it's located).
    - No, "Sanctuary tile" can't be taken by military means, just like territories in an ASA.
    - Moons with a MSA will be always near a planet having an ASA (there might be reasons for that reccuring "coincidence") so only near no to low value resources, nowhere near high value resources.
    - Yes, We plan some means to gain ownership of a Sanctuary tile that is occupied by a owner inactive for a long time (and one of the current idea considered is that inactive user assets will be archived but not lost. The inactive user would just lose the ownership of the territory).
     
    @supermega
    Sending a notification to a Discord in case of agression has been added in the Feature Suggestion list and will be discussed with the developer team. However, depending of the feasibility and the amount of time to develop such a feature, it may or may not be implemented. If the idea is validated, it may also be implemented after the official release.  In any case, thanks for giving the idea!
     
    @Setzar
    the "Force Field" Unit doesn't create a "Safe Zone" (if we stick to our definition of Safe Zone in Dual Universe), it's indeed more like a barrier that prevents entry from unauthorized entity. 
     
    @CyberCrunch
    This is a bit too soon to talk advanced game mechanics regarding cities located in Unsecure Areas.
    Let's just say that the dev team is currently thinking of something that has similar points with what you suggested (not to the point to make permanent Safe Areas decided by the players though), but again, we will talk advanced mechanics in another DevBlog. This one was made to give only the basics
     
    @Fins_T
    We have several Ogame players among Novaquark staff so we know (and understand) what you're taking about
    We totally agree that needing to check regularly if you're attacked is tiring (even if there are fleetsaving strategies and the use of moons to temper that) and that's why Protection Bubble mechanics, with email alert/notification will be put in place: to inform you only when necessary without having to check constantly in-game if you're attacked or not, and giving you the opportunity to manage your real life without being permenanently worried of what's happening to your assets in-game.

    However, in terms of gameplay, combat mechanics will far more similar to EVE Online than Ogame: You can't just assume in advance what will be the strength of the defense, the number of player coming to defend a territory, etc. Moreover, one player can't have an overwhelming force built by himself alone. So, a combat result will be far less predictable than in Ogame. Player numbers, the involvement, and the skills of each of them are all factor that will impact victory or defeat, because no matter how much spaceships has... it can only use one at a time, and even a huge battleship with lots of weapon turret won't be used efficiently by a player alone.
     
    We don't plan to copy Ogame much in this regard, because in Dual Universe, you play a colonist, not a governor managing an empire with many planets and a whole fleet at your command from the start (unless you achieve the difficult goal of having many real players accepting your rulership to colonize planets and pilot the said fleet under your command, but even then, there will be natural limits of how much firepower you will be able to bring to take down opponent bases).
     
    Best Regards,
    Nyzaltar.
     
  3. Like
    lethak got a reaction from Captain Jack in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Most MMOs with persistent player owned assets implements a cyclic vulnerability timeframe.
    Traditionally, the owner (or allowed by RDMS) is able to change the vulnerability period once in a while.
    This makes the possession immune to most actions outside of this vulnerability window where it can be challenged.
     
     
    I like the part where NQ plans to alert the player via email. But in truth, in 2018, NQ should implement webhooks and or APIs
  4. Like
    lethak got a reaction from CyberCrunch in What kind of elements (props) would you like to see in game?   
    some more ideas:
     
     
     
     
    Alarm Rotating Light (light emitter)
     
     
     
     
     
    ---------
     
    Alarm Flashing Light
     
    same functions and events as all above
     
     
     
     
     
     
    ------
     
     
    Alarm Sirene (sound emitter)
     
     
     
     
    ---------
     
     
    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 )
    https://en.wikipedia.org/wiki/Inertial_navigation_system https://en.wikipedia.org/wiki/Global_Positioning_System ------ 
    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
     
     
     
     
     
    IR Imagery / CCTV Camera
     
    can be used as sensor for lifeforms detection from orbit or within a construct
     
     
     
     
     
     
    ---------
     
     
     
    Small / Medium / Large Telescope (deep space ship detection, planetary exploration / survey)
     
     
     
  5. Like
    lethak got a reaction from Steven Reeves in What kind of elements (props) would you like to see in game?   
    some more ideas:
     
     
     
     
    Alarm Rotating Light (light emitter)
     
     
     
     
     
    ---------
     
    Alarm Flashing Light
     
    same functions and events as all above
     
     
     
     
     
     
    ------
     
     
    Alarm Sirene (sound emitter)
     
     
     
     
    ---------
     
     
    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 )
    https://en.wikipedia.org/wiki/Inertial_navigation_system https://en.wikipedia.org/wiki/Global_Positioning_System ------ 
    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
     
     
     
     
     
    IR Imagery / CCTV Camera
     
    can be used as sensor for lifeforms detection from orbit or within a construct
     
     
     
     
     
     
    ---------
     
     
     
    Small / Medium / Large Telescope (deep space ship detection, planetary exploration / survey)
     
     
     
  6. Like
    lethak reacted to NQ-Nyzaltar in April 2017 DevDiary   
    Hi everyone! 
     
    To answer your questions (and requests):
     
    1) About raw/uncut videos as technical demos:
     
    We will do raw/uncut videos from one planet to another in the future. However, we might wait for some FX to be implemented. Why? while we think it's important to debunk as much skepticism as soon as possible, and keep the hype in check (some hype is always good, too much hype can have the opposite effect), we also think it's important to avoid releasing too much early raw stuff without anticipating the consequences: once a video is released on internet, even with a proper communication, you can expect situations where some people will take the video, use some parts of it (and sometimes the worst parts) for their own videos talking about the game, and give a pretty poor image of the game (intentionally or not) to new viewers who don't anything about the game yet, turning them off. For those who are in the community since nearly a year now, you might remember the controversy raised with BlueDrake42's videos. That's why we want to release our videos (even the raw ones) with the lowest risk of complaints in mind, and not hiding anything at the same time. 
     
    Such videos will be also released as unlisted: while the community members will be able to share them with their friends, we won't use them as material to promote the game. Again, there is a reason for that: Statistics have shown that in order to catch the attention of new viewers (who don't already know the game), we have to aim for 2 or 3 minutes video length. The average attention span regarding videos hosted on media like Youtube was not much more than 2m40s in 2015 and has significantly decreased from 2000 to 2015. So it might even be lower in 2017, and we are already at 3 to 4 minutes in our last Dev Diaries. While we don't want to make overwhelmingly aggressive marketing campaigns, we want to avoid shooting ourselves in the foot and at least follow Marketing 101 guidelines . We hope you'll understand our position on this.
     
    So in a nutshell, you can expect the first raw/uncut video as a technical demo around the next Dev Diary release 
     
    2) Wich kind of FX effects are in the work:
     
    On the short term, there might be an Acceleration/Speed visual effect in space and probably a visual effect when a spaceship enters a planet atmosphere...
    But I said nothing! 
     
    3) How long the trip took (in minutes)?
     
    The trip took more or less 15 minutes. But the distance is not the final one.
    We might reduce the distance to prevent the travel to be too boring.
     
    4) All the stacks of iron ore are 95m3 and the coal one is 99m3. Will these be the standard stack sizes? And will different materials have different sizes? 
     
    This are temporary stack sizes, not necessarily the final ones.
    It hasn't been decided yet if we are going for one universal stack size (in volume) or several ones.
     
    5) Having this craft system simplified to on-board refinery/distillery/factory system, seems to be oversimplification and we loosing some immersion here. Are you guys planing such thing? 
     
    Again, as clearly mentioned in the Dev Diary, this is "work in progress", a temporary setting to show that basic crafting game mechanics have been implemented, but we are far from the final version. These are just the first steps of the complete implementation. There will be different crafting action types (refining, making alloy, making mechanical or electronic parts, assembling parts to create items, etc) and for each action type, you will probably have to create and use a specific Element such as:
    - Foundry Unit for making alloys
    - Assembly Unit to create items 
    - Factory Unit to create contructs
    Of course, at the beginning, the Nanoformer will enable you to create all the Elements for the basic crafting action types. 
     
    6) Locking the construct to a point where it won't be editable anymore:
     
    Yes, once the builder decides that his construct is complete, he will be able to lock it. The feature is not implemented (yet) in pre-alpha, but it might be there at the Alpha release. We might also give the ability to let the construct unlocked for further customization (by the creator or other players), but we are still analyzing all the consequences it could generate on the economy level and the possible emerging scams related to this customization freedom ("I sell you the AX-23 spaceship, but what you don't know is that the expensive Elements X, Y and Z on the default construct have been removed before putting it on sale").
     
    7) About the blue dots in space:
     
    The blue dots are just something decorative in the Skybox at the moment.
    Keep in mind that we will have only the Alioth solar system available at the beginning of the Alpha: we prefer to focus on quality than quantity, and a solar system should be big enough as a first field test.
     
    Best Regards,
    Nyzaltar.
  7. Like
    lethak reacted to NQ-Nyzaltar in Devblog - Organizations: Purpose & Management   
    (Posted Friday 31th of March 2017 on the DevBlog)   
      Hi everyone!  
    Today we are going to talk about the organizations in a more detailed way!
     
    As usual, keep in mind this is how the organizations are planned to be implemented for the official release of Dual Universe, not for the Alpha. As it is still work in progress, some mechanics might change based on community feedback and/or for technical reasons.  
    For the Alpha (currently planned for September), we will most likely have a basic version similar to what we currently have on the Community Portal*. Veteran MMORPG players will undoubtedly be familiar with the basic concepts of guilds and clans from other games so some of this information might feel like a review to you. However, we wanted to give a complete overview of Organizations so that even players new to Massively Multiplayer games would understand what Organizations are, the benefits of joining one, and why you might choose to create one. If you have friends who like building games but haven’t ventured into MMORPGs yet, then they might be interested in this Blog post.  
    (*we are talking here of the current version on the Community Portal + an update scheduled to add a Super-Legate rank and many changes for Members and Legates rights)
     
     
    What exactly is an Organization in Dual Universe?  
    It’s a Moral Entity able to:
    - accumulate “Quanta” (the in-game currency)
    - own Assets (Items and Constructs)
    - gather Player Characters under the same flag for a common goal.
    - create a hierarchy, with ranks and roles for all Player Characters gathered in it.
    - be a member of another Organization, just like a Player Character.
     
     
    What are the purpose and benefits of an Organization?  
    - It enables players to accomplish greater goals than what a player could do alone: 
    The ability to pool resources and in-game currency will help a lot.
     
    - It consolidates the continuity of a long-term project:
    Players can enter and leave an organization without heavily impacting long-term projects supported by the group.
     
    - It gives a political dimension to the game:
    Rights & Duties can be transferred from one Player to another, and Powers are decided by the Legates through a vote (if the Organization is a democratic one).
     
    - It legitimizes conflicts between several group of Players: This will enable members of different Organizations to fight between themselves and kill each other, without being the target of reprisal mechanics (like bounty hunting) if a war has been declared between the said Organizations.
     
     
    RDMS (Rights & Duties Management System) in an Organization:  
    - Different actions can be done on each Asset: each possible action is defined as a Power.
    - Access to a Power on an Asset is given by a Tag.
    - Each Power has a list of Tags associated to it.
    - Each Player Character has a “wallet” of Tags.
     
    Here is a quick example illustrating the system:  
     
     
     
    Here we have an Asset having 3 Powers: Use, Sell and Edit. The Organization is composed of 3 Player Characters: Alice, Bob and Warren.
     
    In this situation:
    - Only Bob can edit the Asset.
    - Only Warren can sell the Asset.
    - All three can use the Asset:
     
    1) Alice can use the Asset through the Tag “alice”
    2) Bob can use the Asset through the Tag “bob” and “squad1”
    3) Warren can use the Asset through the Tag “squad2”
     
    But that’s not all: you will be able to create more complex administration rights by creating a hierarchy between Tags!  
     
     
     
    Let’s say “stock_management” is the parent Tag of “ammo_management” and “raw_materials_management”. If a player has the Tag “stock_management” in his wallet of Tags, he will be able to use or manage any of the Organization’s Assets having the Tag “ammo_management” or “raw_materials_management” depending on which powers are associated with those tags.  
     
    The Rights and Duties Management System is also used to create the Functions. A Function will contain various Tags defining an assignment. Let’s say that Warren gets the Function “President” in the Organization “MyOrg”. Now his Tag Wallet in “MyOrg” looks like as follow:  
     
     
     
     
    As the President, Warren will have the ability to declare war to another Organization. A Treasurer will manage the Organization bank account , a Gunman will be able to use some (or even all) weapons and military Elements to defend the Organization, etc. Of course, we will provide standard, ready-to-use Functions such as President, Treasurer, Miner, Industrialist, Gunman, and Military Officer to save time and allow players to quickly get their Organization operational.  
     
    Acting in your name or in the name of an Organization:  
    A Player Character can be a member of several Organizations.
     
    Therefore knowing whether they are acting on their own behalf or on behalf of an Organization (and which one) is very important. We call “Role” the state where a Player Character represents an Organisation (or just himself). By default, a Player Character has at least the Role where he can represent himself. Under each role, the Player Character has a Tag Wallet. When a Player Character is accepted into an Organization, the Player Character automatically gets an additional Role where he can represent the Organization. While under the Role representing the Organization, all the actions can affect the Organization. For example:  
    - Receive Quanta on behalf of the Organization: Quanta are transferred to the Organization - Craft an Element: the Element is owned by the Organization (not the Player) as a result.
    - Harvesting resources: The resources are owned by the Organization (not the Player) as a result.
     
    Example: After declaring a war that displeased most of the members in “MyOrg” (which has a democratic system), Warren has been demoted from his function of President and kicked out (Warren, what have you done? You should have consulted your guildmates before doing that!). He has now joined a new organization, “Corpo1”, as a miner and has just discovered he can act in the name of “Corpo1” or act just for himself. In the windows where he could choose his active Role for the time being, it will look a bit like this:
     
     
     
     
    However, keep in mind this is a simplified view of the Tags: as it will probably become quite common to have the same name for a Tag in different Organizations, the Tags will be “scoped” to avoid conflicts. Let’s say Warren is accepted again in “MyOrg” and gets the Tag “miner”, just like in “Corpo1”. To avoid conflicts, the Tags will be scoped as follow:  
     
     
     
    Political Action (Vote) in an Organization:  
    Only Legates will be able to vote.
     
    Votes could be used for administrative decisions like:
    - Accepting a new Member in the Organization
    - Excluding a Member from the Organization.
    - Giving a Function to a Member
    - Changing of the Vote rules
     
    Of course, the list of administrative decisions above is far from exhaustive. A Legate can also give his/her ability to vote to a representative (another Legate)
     
     
     
     
    Above, the Organization “MyOrg” has 5 Legates: Kim, Bob, Alice, John, Steve. John and Steve give their right to vote to Alice. Alice now counts as 3 votes. However, she will be absent for the next vote so she delegates her right to vote to Kim. Bob also gives his right to vote to Kim as he trusts her completely. In the end Kim will have all the votes so she will be able to make important decisions for the Organization without involving the other Legates. Big responsibility for Kim!  
    We hope this has given you a better grasp of how an Organization will work in Dual Universe. Not all related game mechanics have been explained as it’s still currently in development, so there will be probably a second part later. As always we can’t wait to read your feedback of what we’ve discussed so far!
     
     
    The Novaquark team  
  8. Like
    lethak reacted to JNDuval in Rogue AI   
    I would definitely like to see some kind of AI enemy that shares the universe with us. The "AIs" could be player designed ships or bases that have been abandoned for a long period of time driving the ship's AI to malfunction with catastrophic consequences. They would be hostile to everything organic and squishy so it gives the players that want to be moral a way to experience combat and boarding without needing to harm other players. Eventually there could even be fleets of these ship traveling through the universe like some kind of cosmic natural disaster to anyone that can't properly defend themselves. To stop this force of nature a military Org with sufficient firepower could be hired to deal with them, in other words a Raid created by players and destroyed by players. The frequency of these raids will be rare due to the method in which they are created, but if this process is too slow the Devs could implement the ability for AIs to capture the ships of their fallen enemies.
     
    I know the Machine vs Creator card isn't the most original concept in Sci-fi, but I really think that this could be a good fit i Dual Universe since it would all be player-made, it gives purpose to an Org's military that isn't the small threat of pirate attacks or the full-scale Org v Org war.
     
    Let me know what you think about this topic, I'd love to flesh this out a bit more.   
  9. Like
    lethak got a reaction from Pang_Dread in My Community Has Withdrawn Our Pledges   
    So, you were only looking to play the game for a short period of time ?
    I can understand why this system is frustrating for you then.
     
     
    For the player looking at the game as an evergoing long term adventure, like EvE and other persistent mmos, their is absolutely no problem with the DAC/PLEX system running as an alternative to the monthly subscription.
     
    As a player not infusing $$$ into the game , you would still be able to earn money otherwise using the game mechanics.
    As long as it is not possible to progress your skills faster using money, DU can't be "pay-to-win".
  10. Like
    lethak got a reaction from kardhafi in [DEIM] Deimos Corp. a french speaking, teamplay focused org   
    Hi !

    I am "LethaK Maas" founder of Deimos Corp..

    DEIM is a french speaking organization around the idea that efficiency can be achieved by cooperation and teamplay rather than personal skill only. It was founded in 2012 for the Game Planetside 2 were we waged many combats.

    Generally speaking our approach to every problem is: cooperation towards a pragmatic solution involving a clear military-like hierarchy for the set of task at hands.

    Our members have had long standing careers as gamers on titles such as SWG, EvE Online, Planetside 1 & 2, WoW, Rust, Ark, Space Engineers, Naval Action, and so much more it would span the entire catalogue of available games.

    you can get the feeling of being part of our platoons back in the days
     


     
    or maybe with voice com ?

    We are not a "multigaming" community as we try to only support one game at a time.

    Having stopped officially playing Planetside2 some times ago, we are now aiming for Star Citizen, but we are fully aware it will still take many years before delivering a game enjoyable as a whole teamplay group in the long run.
     
    So, in the meantime, most of us are staying together and are looking to experience Dual Universe whenever possible and with as much people as possible with the right mindset ! (recruitment post)
    The concepts and ambitions are there, and having a sandbox background coming from SWG, I can personally tell it will be a success if delivered as promised without performances issues
     
    Also, I have created a topic on our forums and summarized in french most of the ideas behind Dual Universe in order to spread the word
     
     
    I hope we will see you in the verse, for the best or ...else
  11. Like
    lethak got a reaction from Starkontrast in Mapping, Cartography and sharing a location   
    I'd like to talk about how a player or group of player can share "locations" in game with other players.
     
    I feel like a "bookmark system" is required from a player perspective in order to store and access some "Point Of Interest" that we may have saved before. Let say I find a nice place to create a house and want to come back later, "/savepos future house" could create a POI in my "datapad" that I could rename and send to another player via mail/chat or even using voice by spelling the coordinates.
    Ideally, this POI could be "enabled/disabled" as a waypoint in my HUD.
     
    Obviously, after quite some time in the game, a player can have visited a fair number of planet and location. Having a planetary map can help dealing with sorting issues, like it was the case in SWG.
     
     
     
    In DU, such a map can be used to visualize your POIs, but also display Territorial boundaries and related informations.
    Maybe this map could be obstructed by a "fog of war" like in a RTS game minimap. You could share/sell map data and waypoints with other players in order to gain time in your explorations.
    As a city mayor it may become possible to "broadcast" your city position via IFF/beacon for all player able to receive the broadcast.
    The POI get automatically sorted under the City folder as the IFF/beacon is setup with a variable "type=city". The same can be applied to space station and all.
    Maybe we can envision a sort of element to broadcast this type specifically. This element could be obtained in the "Politician" skill tree.
     
    User reviews could be attached to those POI for all to read and comment if their experience there, or the services rendered are good or a scam.
     
    I think it is important for the player to feel the vastness of the planet, and to be able to navigate efficiently trough it at some points.
     
    That was for planets, but in space with the scale of a solar system, it may require a dedicated 3D map.
  12. Like
    lethak got a reaction from BliitzTheFox in Price model, SAY NO TO MONTHLY SUBSCRIPTION!   
    Planetside2 has done that at first,
    it was not working enough to pay bills to keep the game properly maintained.
     
     
    The PLEX system is a good one. "Rich" persons will provide the ingame market with enough PLEX for the "poor" to buy via in game currency.
  13. Like
    lethak got a reaction from Beodrick in My Community Has Withdrawn Our Pledges   
    So, you were only looking to play the game for a short period of time ?
    I can understand why this system is frustrating for you then.
     
     
    For the player looking at the game as an evergoing long term adventure, like EvE and other persistent mmos, their is absolutely no problem with the DAC/PLEX system running as an alternative to the monthly subscription.
     
    As a player not infusing $$$ into the game , you would still be able to earn money otherwise using the game mechanics.
    As long as it is not possible to progress your skills faster using money, DU can't be "pay-to-win".
  14. Like
    lethak got a reaction from yamamushi in My Community Has Withdrawn Our Pledges   
    Indeed, why don't we just let this topic to die ?
  15. Like
    lethak got a reaction from SimonVolcanov in My Community Has Withdrawn Our Pledges   
    So, you were only looking to play the game for a short period of time ?
    I can understand why this system is frustrating for you then.
     
     
    For the player looking at the game as an evergoing long term adventure, like EvE and other persistent mmos, their is absolutely no problem with the DAC/PLEX system running as an alternative to the monthly subscription.
     
    As a player not infusing $$$ into the game , you would still be able to earn money otherwise using the game mechanics.
    As long as it is not possible to progress your skills faster using money, DU can't be "pay-to-win".
  16. Like
    lethak reacted to guttertrash in My Community Has Withdrawn Our Pledges   
    You must be gold farmers, because they're the only people disadvantaged by the DAC system.  Because without DACs the wallet wars just move to the black market and encourage bots. 
  17. Like
    lethak reacted to NQ-Nyzaltar in My Community Has Withdrawn Our Pledges   
    Hi ChipPatton and welcome to our forum.   There has been indeed a few people on the Kickstarter saying DAC was a "Pay to Win" feature. We also replied to why it wasn't and why we went for this feature.  We also agreed that it probably wasn't a perfect model, but it was the best we found until now.    This was our official reply:    
    The DAC/PLEX/CREDD system isn't at fault there. The problem is elsewhere because without this system, the problem remains: it's just hidden. And it's not because something is hidden that it doesn't exist.   The people we got in contact with (probably your officers) turn a complete blind eye on our point of view. They didn't try to understand our position or even suggest an alternative. It's always easy to blame or criticize something without trying to come with a better option.   In this situation, how could the discussion go anywhere? Threatening to cancel the pledges (and doing so) won't change the situation either if there no dialog and just threats. We want to listen to feedbacks from all people interested in our game and take them into account, but without constructive feedback helping to find a good compromise for both sides, it's not possible. Also, while we want to satisfy as much players as possible, We are also aware that we can't satisfy everybody.    In any case, we remain open to discussion if you have more to say on this topic.   Best regards, Nyzaltar.
  18. Like
    lethak reacted to Archonious in My Community Has Withdrawn Our Pledges   
    Don't understand this kind of complaint.
     
    Ok. Let's imagine, NQ remove DACs. Game released. We play few months. Players already can find black market offers (with fakes as well) for "Want to buy/sell 1 month subscribe for in-game cash/money". And you already get a similar situation. Next few months. There come some websites with offers to sell/buy in-game money.
     
    So NQ creates a bit more expensive, but the safer system only. With it or without, your "trouble" won't disappear.
     
    Thanks,
    Archonious
  19. Like
    lethak got a reaction from kirito in Communauté de joueurs en langue française.   
    Salut et bienvenue ici !


    To the "english please" folks : sorry not every one can read write or understand this language, this must not be a barrier blocking DU to become internationally viral imo.

    Je vais reprendre chacun de tes points pour essayer de te montrer pourquoi je ne crois pas trop en ton projet de république.
     

    Oui et non. Un joueur solo pourra toujours se spécialiser dans une activité qu'il aime et en tirer profit. Il pourra ensuite commercer les resources/items qui lui manquent.
    Mais en effet, ce sera toujours plus long que de jouer dans un groupe coopératif.

     

    Une oligarchie donc ?

     

    Il te faudra donc une armée pour te permettre de rester souverain, indépendant et neutre, sous peine de te faire piller et "manquer de respet" en boucle.
    Une armée en général, c'est tout sauf démocratique dans son fonctionnement interne.
     

    Donc ils ne sont pas tous égaux ?
     

    Donc tous les joueurs de l'organisation sont des "legats" avec droit de vote ?
     

    Je vois déjà arriver les actes de sabotages necessitant d'instaurer un état d'urgence
     

    Donc en réalité, c'est un conseil non élu qui détient le pouvoir ?
     

    Qui ira vérifier combien chaque citoyen gagne ?
    Si je fais partie de cette république et que je déclare ne rien gagner ?
     

    Ca tombe bien, comme je ne gagne rien, j'ai besoin que la république me finance mon abonnement (PLEX) ! chouette
     

    Donc l'armée, mais l'armée est composée de qui ? de citoyens de cette république ? si c'est eux le bras armé, comment les empécher de prendre le pouvoir ?
     

    Copinage magouille et compagnie ?
     

    Comment enforcer cette condition ? rien n'empeche ton joueur de se barrer en douce, ou de ne jamais se reconnecter.

     


    Sans être un spécialiste, mais basé sur mon expérience communautaire perso, je pense que ce n'est pas réalisable.
    Dans un MMO, le modèle de "fausse démocratie" occidentale que tu prend en exemple n'est pas adapté a un groupe de personnes indépendants.

    De surcroit, ce modèle de démocratie n'en est pas une.
    C'est une hypocrisie que de le croire, et les mécaniques hypocrites a gérer pour maintenir la poudre aux yeux font perdre du temps et de l'efficacitée à tout le monde.
    Sans parler de la prise de tête hallucinante pour essayer de rendre le tout cohérent.

    De mon point de vue les nations qui vont se former "in game", vont avoir comme fondateurs des groupes de joueurs déjà constitués, qui vont se regrouper pour des opérations militaires. et éventuellement se regrouper géographiquement dans un soucis d'efficacité sécuritaire.

    Appel ça une nation ou une alliance, c'est un détail role-play finalement.

    Si jamais ça ne fonctionne pas, jette un oeil à ma signature pour trouver un groupe de joueurs teamplay qui cherche a construire un groupe soudé et coopératif sur DU et StarCitizen, sans démocratie ni doute et prise de tête sur le mode de fonctionnement en dictature militaire "éclairée" et accepté par tous.

    En attendant bonne chance
  20. Like
    lethak reacted to Shynras in NO MORE EVE ONLINE PASSIVE SKILL TRAINING   
    They said you'll be able to train 80% of your skills in a reasonable amount of time(so that new players can catch up), while the remaining 20% will take longer. I don't like the eve system neither, but this one should be quite faster, it shouldnt take 20 years to complete, maybe 2, but we don't know yet
  21. Like
    lethak got a reaction from Ashron in Salut :)   
    Hello guys,
    yes, NovaQuark seems to be located in Paris ! and I believe french peoples will be coming slowly as the game makes a name for itself.
    You can help spread the word around you too !
     
    as for a french community eager to play on DU, you can always take a look at DEIM who knows
  22. Like
    lethak got a reaction from IMULTITALENTED in Mapping, Cartography and sharing a location   
    source: https://board.dualthegame.com/index.php?/topic/841-ask-us-anything-event/page-2#entry17019
     
    This is great news! but still no official words on planetary map.
  23. Like
    lethak got a reaction from Mortis in Mapping, Cartography and sharing a location   
    I'd like to talk about how a player or group of player can share "locations" in game with other players.
     
    I feel like a "bookmark system" is required from a player perspective in order to store and access some "Point Of Interest" that we may have saved before. Let say I find a nice place to create a house and want to come back later, "/savepos future house" could create a POI in my "datapad" that I could rename and send to another player via mail/chat or even using voice by spelling the coordinates.
    Ideally, this POI could be "enabled/disabled" as a waypoint in my HUD.
     
    Obviously, after quite some time in the game, a player can have visited a fair number of planet and location. Having a planetary map can help dealing with sorting issues, like it was the case in SWG.
     
     
     
    In DU, such a map can be used to visualize your POIs, but also display Territorial boundaries and related informations.
    Maybe this map could be obstructed by a "fog of war" like in a RTS game minimap. You could share/sell map data and waypoints with other players in order to gain time in your explorations.
    As a city mayor it may become possible to "broadcast" your city position via IFF/beacon for all player able to receive the broadcast.
    The POI get automatically sorted under the City folder as the IFF/beacon is setup with a variable "type=city". The same can be applied to space station and all.
    Maybe we can envision a sort of element to broadcast this type specifically. This element could be obtained in the "Politician" skill tree.
     
    User reviews could be attached to those POI for all to read and comment if their experience there, or the services rendered are good or a scam.
     
    I think it is important for the player to feel the vastness of the planet, and to be able to navigate efficiently trough it at some points.
     
    That was for planets, but in space with the scale of a solar system, it may require a dedicated 3D map.
  24. Like
    lethak reacted to wesbruce in When is the Kickstarter?   
    It might be really nice to code a crowd funding option into the organisation structures so we can have in game crowd funding of big organisation projects. An option to draw on non members via the market system for big projects could also be a useful tool for colony infrastructure and recruitment. Takes some workload off the GM's too. I would count as part of the player run government system. Once funded there is a lot of hiring: player generated quests. 
  25. Like
    lethak got a reaction from ostris in Loading Weapons   
    Perhaps a combination !
     
    Making a Conveyor element would be a bad idea in my opinion.
    Especially on large capital ships and stations.
    The conveyor system is a HUGE source of lag and netcode crap business in Space Engineers. so ... make it simpler perhaps ?
     
     
    Proposition:
    Magazines can be anywhere on the ship as a container Turrets / Weapons systems can be anywhere on and into a ship. Both are required to be anchored or connected to a voxel material of type "conveyor" in order to be online. This voxel conveyor material can be used for transporting ammo, electricity as well as water or whatever "pipes" are required in the game. The only stress I can see is the check whereas a turret is connected to a magazine and a power source via the voxel conveyor line.
    This status could be put in cache and updated when the ship loose a part due to player editing or external damage.
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