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kulkija

Alpha Tester
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  1. Like
    kulkija got a reaction from Zarcata in DevBlog: Element Destruction - DUscussion thread   
    This destruction principle forces DU economy to "Linear economy model"
    Linear economy is killing our planet IRL
     
    Mankind must go to Circular economy to survive.
     
    I think DU must follow this principle and allow full Circular economy.
     
    References:
    https://en.wikipedia.org/wiki/Circular_economy
    https://medium.com/thebeammagazine/redesigning-the-economy-from-linear-to-circular-and-from-me-to-we-95e418fd0193
    https://www.ellenmacarthurfoundation.org/explore/the-circular-economy-in-detail
    https://kenniskaarten.hetgroenebrein.nl/en/knowledge-map-circular-economy/how-is-a-circular-economy-different-from-a-linear-economy/
     
     
  2. Like
    kulkija got a reaction from Kurosawa in DevBlog: Element Destruction - DUscussion thread   
    This destruction principle forces DU economy to "Linear economy model"
    Linear economy is killing our planet IRL
     
    Mankind must go to Circular economy to survive.
     
    I think DU must follow this principle and allow full Circular economy.
     
    References:
    https://en.wikipedia.org/wiki/Circular_economy
    https://medium.com/thebeammagazine/redesigning-the-economy-from-linear-to-circular-and-from-me-to-we-95e418fd0193
    https://www.ellenmacarthurfoundation.org/explore/the-circular-economy-in-detail
    https://kenniskaarten.hetgroenebrein.nl/en/knowledge-map-circular-economy/how-is-a-circular-economy-different-from-a-linear-economy/
     
     
  3. Like
    kulkija reacted to Zarcata in DevBlog: Element Destruction - DUscussion thread   
    Interesting ideas that will probably already be implemented. In this respect, we can only hope that, especially in the event of complete destruction, there will be a planet (not just a moon!) Which - permanently! - will be chosen as a peace area and there will allow players to build freely to their hearts' content, without necessarily having to participate in PvP -To have to involve content or to equip the buildings with defense systems accordingly. There are enough wars in the real world at the moment, so I would be happy if I weren't forced to do acts of war in my free time. I therefore very much hope that Allitoh and the moon will be declared a permanently guaranteed safe zone as an example.
  4. Like
    kulkija reacted to SlaserX in DevBlog: Element Destruction - DUscussion thread   
    This is stupid. Why focus on making the game harder for players? (Especially those with fewer resources). Why not create an endgame instead, to try and stop people from quitting due to boredom?
    Right now, the options are make money, which is only a number getting bigger... or PvP, which has absolutely no benefit, other than maybe making one number go up. With this change, PvP is even less beneficial.
  5. Like
    kulkija reacted to MandoRick in DevBlog: Element Destruction - DUscussion thread   
    I did not think DU could get anymore lame or boring.  I was wrong.  Every time I see DevBlog I think maybe this time they add some fun to the game and each time I am wrong.  I will stop being excited now and just assume that DU is what DU is and forget about fun.  I did what you said, I built a ship, I got those resources, I did all the grinding, and none of it was fun.  I was hoping for a little payoff with exploration but the big orgs got it all before I even heard about it.  So much for fun!  Well I gave it a chance, and I gave it my money, and now I am giving up on DU.  I loved the idea of making the things that DU claim, but in practice it does not work.  The LUA is limited and only programmers use it well.  I did exactly as DU suggested, and I tried to build the things they claim I can build, and nope!  Why did you not make the lua work like app inventor 2?  Why are we actually writing code when we have the technology to not have to write code.  Just another way of killing all the fun!  This game is all about massive org play, and massive orgs are run by little dictators, which means regular joes like myself end up going it alone and getting nowhere.  What a stupid concept for a game.  Reminds me of eve online.  LMFAO!  
  6. Like
    kulkija reacted to Frigidman in DevBlog: Element Destruction - DUscussion thread   
    Yes.
     
    The whole notion of 'finite ore' was ill conceived from the start. They really need to work on that, if they are going to begin adding resource sinks like element destruction.
  7. Like
    kulkija reacted to CDEEKS in DevBlog: Element Destruction - DUscussion thread   
    Just sounds to me like now we need to mine and grind ten times harder now. this wouldnt be an issue if ore was not bugged on almost all planets except alioth.
  8. Like
    kulkija reacted to Virtual in DevBlog: Element Destruction - DUscussion thread   
    We will need a renewable source of ore if elements are destroyed. We need to fix bugs before adding more features / annoyances to the game. The number 1 reason I crash is because of bugs. Have fun guys!

    Damage should only be perma if it is via weapon fire.
  9. Like
    kulkija reacted to NQ-Naunet in UPDATE: Keeping the 'port' in support!   
    [Updated Nov 19, 2020 @ 3:02 PM EST]: The rules outlined below apply to teleporting both avatars and constructs. This means that, outside of the list of approved scenarios, we won't be able to fetch your ship and bring it to your location. 
    __________________________________________________________________________________________________________________________________________________________

    Good day fellow Noveans,
     
    I come bearing support-related news! More specifically, I’d like to address teleportation requests with all of you.
     
    For a while now, we’ve allowed players in need of a port to say the word on Discord and - voila - your wish would be granted! ✨
    That worked well for a time, but our Discord support channel is now beginning to slip under the veritable wave of port requests… and we’d like to rescue it and all those in need of a ‘lift’.
     
    As of November 19th, we would like everyone in need of teleport-related assistance to use the in-game chat support, or submit an official support ticket. By using the in-game chat function instead of Discord, you’re likely to receive an answer quicker because our GMs are ready and waiting for you there!

    Having said that, we’d also like to inform everyone that we will no longer grant port requests if you’re simply out of fuel, stuck in one of your own constructs, or just generally stranded. All port requests will now be investigated, verified and potentially denied if the request falls outside of approved scenarios.

    Some examples of when to ask for a port (approved scenarios):
     
    if you’re stuck in an Aphelia construct if you’re trapped in any other player-owned tile (unable to dig) if you’re unable to get past the loading screen upon logging in
      What to do if you’re just stuck/out of fuel/stranded: 
     
    Don’t forget: there are plenty of player organizations available to assist in your travels through space! Be sure to check out the organizations and services provided on Discord and our Forums. Some organizations will be happy to provide you with transportation, refueling, repairs, building help and so much more!! ?

    How to contact support:

    To access in-game chat support, simply click the “support” tab in-game, as depicted below.


     
    From here, it’s as easy as typing up your request, starting the message with "@NQ" and sending it off!
     
    To submit an official support ticket, please click HERE. ?

    Then, select the hyperlinked text that says “submit a request” in the top-right corner of the page. Once you see the screen featured below, select the appropriate category for your issue and go to town!


     
    (Quick note for those submitting crash reports: PLEASE do not forget to include a crash log and/or XML logs with your ticket!!)

    And there you have it! Let’s all do our part to keep the Discord server free and clear of port requests so that players with big ol’ bugs and other issues to report can receive the visibility they deserve.

    ~NQ-Naunet

    PS - I want to give a special shout-out to all of our support staff for everything they do!! Thank you, all!!
     
  10. Like
    kulkija reacted to Mordgier in JC - This game is not Ready Player One....   
    ....and if it were - that would NOT be a good thing!
     
    Alright, this is something that's been bothering me for some time from JCs interviews - and yesterday's Easter Egg interview pushed me over the edge to where I really have to say something...
     
    First and foremost - lets face the reality that Ready Player One would be a horrible game for most people nor would the events of the book be enjoyable for the majority of the player base.
     
    If you're looking at your game and going "Hey look it's just like RPO!" - what I hear is "Look just a handful of no lifers got to have all the fun!". That IS the plot of RPO. A tiny group of players who take the game WAY WAY WAY WAY too seriously get to enjoy the content while the rest may as well not exist.
     
    The puzzle fit this perfectly. A tiny group of players with tons of NDA covered information going back to pre-alpha solve a puzzle while the rest of the community doesn't even know it exists. Yup  - very RPO.
     
    JC - The takeaway from the puzzle event should not be that "Look it was just like RPO! I did a good job!" - it should be that "The event was a complete failure and did not involve the majority of the community in a meaningful way, and was solved largely due to a bug and alpha knowledge that was not available to the bulk of the community."
     
    Please please please for the sake of DU - stop trying to make this game like a fictional book about a fictional game. You need to take a serious look at how other games have done community events and have managed to involve much larger groups of players. Everything from opening the gates of Ahn'Qiraj to the Elite Dangerous Alien events - yes they were flawed in their own ways - but by and large involved more people.
     
     
    Finally, this doesn't just cover events. The general game mechanics cannot be based on the mindset "Just like RPO!" - because I repeat - RPO would be a horrible game. In fact, I would go as far as saying if you are looking at any upcoming part of the game like AvA or Territory Warfare or Atmospheric combat and can say "This is just like RPO!" - then it probably needs to be reworked to NOT be like RPO but to be like an actual game that would be fun for more people.
     
    Once again - face reality - RPO was a no life simulator where only the no lifers mattered.
     
    This means designing things in consideration of players who are not willing to play DU 16 hours a day - and entire teams of such players.
     
    Players are not going to want to spend hours waiting for an attack on a territory to man the manual guns because you refuse to consider automatic defenses.
     
    Players are not going to want to fly dedicated gunners or escorts for every single hauler just because they may get attacked.
     
    Players are not going to want to sit in their ship for hours watching the radar while their orgmates mine out an asteroid.
     
    I could go on and on, but the core point is that the game mechanics need to be designed around giving people who do not no life the game a chance to have fun and stand a chance in pvp vs those that do.
  11. Like
    kulkija reacted to Mordgier in Suggestions for making mining more interesting   
    [CITATION NEEDED]
     
    80% digging, 10% building, 10% AFK auto piloting
  12. Like
    kulkija reacted to borzol in Suggestions for making mining more interesting   
    i think if you want to make mining more interensting you should reward player for doing extra steps not punish him for not doing it
  13. Like
    kulkija reacted to CptLoRes in Suggestions for making mining more interesting   
    The solution to mining is less of it, not more..
  14. Like
    kulkija reacted to NQ-Nyzaltar in DevBlog: Scanning & Mining   
    (Posted Friday 4th of November 2016 on the DevBlog)
     
     

     
    Some progress on the mining game mechanics
     
     
    In this Devblog, we aim to shed some light on a very important part of the future gameplay of Dual Universe: scanning & mining. What follows is our current thinking on these features, as we are currently implementing them. This may still evolve in the future, in particular thanks to your feedback! So, let’s have a look.   Scanning is the activity of prospecting to find new resources in the ground on planets. Resources are physically geographically located, they have a span and a size, and they are generated via our procedural algorithms together with the planet as voxel blobs. They will be spread on the planets based on rarity and how important they actually are in crafting recipes. Some rare resources will not be found on Alioth, the starting planet, so you will have to journey out into the universe to locate them.. Each biome will have a set of typical resources associated with it, so prospecting starts by “knowing your biomes” The table below presents a simple rough description of how we plan to stage the levels of difficulty for materials:           Our current plans for prospecting are focused on two scanning techniques: radial scanning and directional scanning.   Radial scanning will allow you to probe for a given class of material in a given radius: the scanner will be able to show you what percentage of the area you’re scanning is made up of the class of material you are seeking. It’s only partial information. You won’t know where it is exactly, just that 1.6% of the volume of your scanning sphere is filled with metal, for example. A scan “operation” will take some time. Longer scans will yield more precise measurements. There will be a level of imprecision in the exact size of the radius, which you will be able to improve via skills.   How does it work? Well, most of the time, the thing you are looking for will not be in the sphere you are probing. So, you’ll see a 0% signal reading. You will then move and suddenly, a signal will show up. You know that your sphere has just “hit” a vein of what you are searching for. At this moment, you will be able to deploy a sphere marker, that will basically help you to visualize the volume where your target material is likely located.. The marker will stay there while you move to another location and start again. By intersecting markers you will start to be able to pinpoint more precisely where your precious material is located. This is the general idea.   Now, the exact technique you will use will also depend on the type of veins that correspond to the material you are looking for and what kind scanner you have. Consider these two schema that illustrate different strategies depending on the relative size of the average vein compared to the radius of the scanner (the double circling of the spheres illustrate the imprecision on the radius):                 These strategies will be important to master, because mining randomly will just exhaust your time and resources and will usually return only very common and not very worthwhile materials. Mining gear will have fixed scanning ranges that correspond to their levels. You won’t be able to adjust these ranges or change the scanning radius. They’re fixed. So, no choice: you need to move!   Now, once you start to have a better idea where you material is, you might start to use the directional scanner. This is much more straightforward. The directional scanner will give you the amount of the 4 or 5  most significant materials within a cone of a few degrees in the direction you’ve pointed your scanner.. The max distance will be a level dependent parameter, but will remain relatively small so you need to use radial scanning first to narrow your search area. The signal received for a given piece of material will decrease with distance, which should give you precious “gradient” information to follow. This is roughly how this could look:           In some future expansion we will probably add some more advanced tools for prospectors as well as planetary scale global information to help you judge the potential of newly discovered planets.   Our vision for this gameplay (as well as most of the gameplay of Dual) is to make it deep. We want players to be able to develop their own very real expertise on best practice, specializations, etc. We want the activity of prospectors to remain challenging even when you master it, so that a good prospector will have a very high value as part of a team. Now, for easy and abundant materials, it will be possible to find resources much more easily (we are considering a simple local highlight of what is there, so you just “see” it). But for the more rare and uncommon materials, we want it to be rewarding and feel like a real achievement. We provide the tools, but players will have to come up with the best strategies to get to the most precious material. The way you dig for gold as a beginner, and the way you will approach it after 100 hours of being a prospector are totally different. Sure there is a skill tree, but the actual trial and error experience also makes a difference. For a MMO game that is supposed to be played for hundreds of hours, anything not challenging quickly becomes a chore. We want to prevent that.   Now, about mining: it will be done via your Nanoformer. The harder the material and the larger the volume collected, the longer it will take. We have chosen an energy-based model where each material is capable of absorbing a certain level of energy before being “mined”. So, you will be able to upgrade your Nanoformer energy throughput to improve your mining as well as various mining skills. For more advanced mining, and possibly some rare materials, dedicated tools will enter the scene, but this might not be available at release, but rather in a future expansion. We are considering the possibility of Mining Units inside your constructs, but this will be in an expansion after release and it will require some careful balancing to make sure standard mining is still an option, in particular for beginners.   Interestingly, we imagine that the “profession” of prospector/scanner and the “profession” of miner could very well be separate. Some people will specialize in finding large veins of important materials (and possibly sell the intel about the location), while some others will specialize in mining it, focusing on a mining site for several weeks or months. When you exploit a deep vein, you will need to install things like lifts, vehicles, containers, and clean wide shafts to ease material and dirt evacuation. Maybe even factories close to the vein to transform the ore into pure material. This differs from most other games where scanning and mining are usually very similar and the activity of mining and scanning alternate frequently as you jump from one asteroid to another, or one mining spot to the other.   We hope you enjoyed this short intro and, as usual, we are very excited to hear your feedback and ideas! We are developing this at the moment, so it’s a good time for the community to share your thoughts and influence what is going on!     JC Baillie, Project Lead.  
  15. Like
    kulkija reacted to NQ-Nomad in More Shipbuilding Contest Entries!   
    Bouboule 1ère by Terenas
     

  16. Like
    kulkija reacted to NQ-Nomad in More Shipbuilding Contest Entries!   
    Clydesdale by Pantera
     

  17. Like
    kulkija reacted to NQ-Nomad in More Shipbuilding Contest Entries!   
    MM19 Ensiferum by Sheffrator
     

     

     

  18. Like
    kulkija reacted to NQ-Nomad in More Shipbuilding Contest Entries!   
    Ravenger by R4G4R
     

     

  19. Like
    kulkija reacted to NQ-Nomad in More Shipbuilding Contest Entries!   
    DSS Yaro Transport by Firestorm
     

     

     

  20. Like
    kulkija reacted to NQ-Nyzaltar in PvP System   
    Hi everyone,
     
    It seems the DevBlog was not clear enough on some points.
    We have said it many times before, and we'll continue to say it again:
    While many players wants to see Dual Universe with a dominant gameplay aspect, it's important to understand that it's NOT the case. 
     
    Building gameplay is as important as Combat gameplay. Not more, not less. Balancing both won't be easy and we are aware of it. No, Building is not the major feature of Dual Universe. If the Building aspect has been made first, it's only because, it was making total sense to start the development with this part: we are pretty much in R&D field regarding the Voxel technology. It was an essential piece of tech to build the base of the game: Voxels were necessary to create editable planets in the first place. Then the logical next step was to develop tools to give players to manipulate voxels. That wouldn't make sense to develop Combat gameplay before the two previous steps because, there wouldn't even something to destroy, or even an environment where the combat could happen.
     
    The order in which the features are developed are NOT by order of importance.
    It's just a matter of logical game development roadmap.

    We have no plan to make Dual Universe a total free for all PvP game, just as we won't make it a whole game universe safe, just because some players want to explore it completely without taking any risk. While we don't plan to make our game some kind of "EVE Online 2.0", we don't want either to make a "No Man's Sky 2.0". We understand this may not appeal to everyone taste, and we totally understand that. However, if there is something that is very unlikely to change, it's the fact that there's no intention to catter to only one specific category of players. 
     
    A final word about the griefing and the mindset of the community. Our point of view is that griefing mainly proliferates when it's an easy way to get rewards with little effort, not necessarily because many people really wants to play that way. Of course, there are people who like to grief just for the enjoyment of annoying other players but we are convinced they're not a majority. If game mechanics are designed in such a way that griefing doesn't give easy rewards, then griefing will be naturally limited. 
     
    Why not simply remove the possibility of griefing, then?

    Yes, it would be clearly easier and quicker to remove the ability to grief other players, but while we have no intention to encourage griefing, removing it totally would go against the very definition of the sandbox concept: players are free to interact in the way they want. If we remove any kind of interaction, then we are not in a Sandbox MMORPG anymore: we would be in a Theme Park one. And that is not Novaquark's vision. We want a game universe where bad behavior is discouraged by game mechanics and heavy in consequences if a player still choose to do so, than arbitrarily forbid the said behavior. We want players to be free but also to live with the consequences of their choices. That's what Sandbox mean to us at Novaquark.
     
    Best Regards,
    Nyzaltar.
  21. Like
    kulkija reacted to Lord_Void in DevBlog: Scanning & Mining   
    I imagine that scanning will probably involve a lot of underground exploration and test digs. I'm really glad to hear that there will be incentives to dig down into the planets.
     
     
    This is what I hope too. One of my biggest worries with this game is that if the rate of resource depletion not being properly balanced and, as you say, leading to a "mine and move" mentality. I would love to see mining sites turning into little towns and outposts.
  22. Like
    kulkija reacted to Dhara in What kind of Community is this?   
    Well, if you add the ones who want some warmongering (both options) it's about even.  And that's considering the third option was added after 20 or so people already voted. 
     
    I still think it will be a healthy mix of both types of players.  THAT is what is going to make this game good.  If all we have are builders, we have another Landmark on our hands with nothing to do but ooh and ahh at other folks builds.  If all we have are warmongers, then we have another Eve.  We need both to have an exciting universe with lots to do for different play-styles.  So if some players are offering safety in their Orgs, you better keep that promise or those folks will leave the game.  And if no one ever wants to fight anyone, then THOSE guys will leave the game.   We need both.
  23. Like
    kulkija reacted to wizardoftrash in What kind of Community is this?   
    I expect most people interested in this game are into building.
     
    SOME of what people will want to build will be tools of war, many will have defense systems, but probably most of it will be to look cool and serve social/economic functions.
     
    The game's slogan IS "rebuilding civilization together" after-all. That's got to attract much more of a cooperative mindset player than a murder-hobo style.
  24. Like
    kulkija got a reaction from ForlornFoe in [Updated] Player-made Safe Zones   
    I think it is important to have conversation about safezones.
     
    Safezones boost industry and industry manufactures all the weapons and ships, for pvp, cvc, pirates, etc.
     
    Without industry there will be no cvc, no economy, without healthy economy, there will be no traderoutes, so nothing to do for pirates...
     
    I feel that current protection bubble-consept may be weak for boosting industry.
     
    What ever solution is, it need to make sure that time invested for creating industry is secured.
  25. Like
    kulkija reacted to Archonious in [Updated] Player-made Safe Zones   
    This is core of the game. Nobody try to break it. That exactly work other way. If you create this TEMPORARY (destructible) Safe Zone, it make pirate factions (+your enemies) focus on it. It is like boss in PvE, but it is PvP "boss".This idea also make real PvP possible. Player vs Player, not Player vs Defence buildings.
    Attackers prepare their attack (if we speak about large targets). This idea give time prepare to defend (not build more defence towers, but organise team for defence). And then, only then this would be real PvP.
     
    Thanks,
    Archonious
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