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Dociel

Alpha Tester
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  1. Technically, I win as long as someone else does not post after me. King of a moment!!!
  2. I think should be available: First name + Nickname + Last name Nickname being the ingame name (if chosen) or name plate. First name + Last name being the default requirement (as in EVE), unless a Nickname is chosen. If a Nickname is chosen, first and last names would only be shown in player's description / bio. Example 1: Leonard Paslow - Name plate - Leonard Paslow - Character info - First name: Leonard Last name: Paslow Nickname: n/a Example 2: Leonard "Lion" Paslow - Name plate - Lion - Character info - First name: Leonard Last name: Paslow Nickname: Lion I think behind every character should just exist a unique ID number, which would allow any modification later in-game (could be some specific "citizen administrative item" allowing to change a name). Also, I think the option to choose what to show on the plate name would make things even more simple. Example of setting panel: - Show on nameplate - ¤ First name ¤ Last name ¤ Nickname And the player would just check what he wants to see in-game. Maybe even better would be to also be able to choose what we want to show, depending if the other player looking is friendly / neutral / ennemy. That would be perfect. Example of setting panel: - Display on nameplate (friendly) - ¤ First name ¤ Last name ¤ Nickname - Display on nameplate (enemy) - ¤ First name ¤ Last name ¤ Nickname - Display on nameplate (neutral) - ¤ First name ¤ Last name ¤ Nickname ¤ "Unknown"
  3. All very fair points. I am eager to see how things will move on from there! Good job guys anyway, this is the beginning of the next development phase for you! I am following another crowdfunded game, with a very similar approach to accesses and alpha / beta stages. However, they are ahead in their development (even tho there is nothing in common between their game and yours), but I would like to give you one advice: Also, another thing that I saw helped them growing the community very fast post Kickstarter / crowfunding campaign, was that they did not set any NDA, meaning any person who has access can stream / record their play. On one hand, a lot of people will say "it ain't beautiful", "where are the players", etc. But on the other hand, it will bring way more players who understand what development phase means. I don't know if you will consider it, but I can attest that it made more good than bad for this other game. It may be worth thinking about. Plus all players streaming / recording being pledgers, sometime very early, and eager to have the game launch as well and soon as possible, they always make their best to create quality content of the game they cover. So I definitely think it is a win-win.
  4. No space cookie suffices to itself. A bit like Kanye West.
  5. I guess that makes me a criminal: That being said, I guess we could all acknowledge the fact that the official term should be "colonist" (between humans) or "Arkian" (if other species than humans are met), and a more street name would be "Arkers".
  6. I said it elsewhere, and I really want a Vahine dancing singing doll that give meditation tips for anger management! Nice topic tho
  7. Hi guys, I was reading the devblog, and I also have a few concerns about this RN. As it is going one of the central core mechanic of the game, it has to be done quite right from the start. In this regard, we, as a community, need to think about pretty much every scenarii where it could be abused, unbalanced, etc. Some preliminary thoughts: > if RN provided to new-comers is very expensive to build, and rare to find, this opens a large breach to abuse, scam or bad fortune, namely: - multiple character creation abuse - scam of newcomers by most experienced players either for money, notoriety or fun (thus turning down potential interested long time players and impacting the player base) - new players popping their first RN in place that makes no sense at all, only to regret it 10 mn later The first tricky point here is about owning a unit of RN right from the start, which is a great idea, but can lead to abuses, scams, complete mess in the starting zone, etc. My guess is that the new-comer-version RN should be a unique item instead (not researchable, not buildable, which cannot be traded, or dropped, or destroyed), bound to the character, which could be deployed and put back in new-comers inventory with flexibility, but which would run out of charges, or be "returned to the arkship" after some lending time. The idea here is to stop right from the start any possible scam or abuse, while allowing new players to get familiar with the RN function and its importance in the game. That is a first idea. Now, here is set of questions concerning any other RN that would be found in the game (and which would not be a new-comer RN): - would they be bound? to the character? to the account? To the organization? - where, when and how could they be deployed? - How many can be deployed in the same "area" without cluttering too much and deteriorating both the view and the player experience? - Can one RN be used by several players, uploading their "RN-ID" in an already existing one, thus using their unit, or some sort of token they bought/constructed/etc, but leading to a cleaner "environment". - car RN be reused? Can they be destroyed? - can RN exist as blueprint? can they be built by single players / organizations? - can their access be restricted to the players deploying them? can they be shared with friends / organization members? To which extent can they be beneficial for others friends or foes? - can these "permissions" be set up on them? Can something similar be set up on very first new-comer version, for a new player to enjoy with his friends? - will there be different sort of RN? player type? organization type instead? - how will it merge with the tag system? I actually realize now that part of these questions has been answered, part are being under discussion and part has not been debated yet (of my knowledge), this is almost a future RN FAQ we got here! My 2 cents, Dociel
  8. Well, my idea was more about grounding the nanoformer tool in our present knowledge and technologies, rather than explaining what would it require to be built in-game by players. But now that you mention it, that could definitely be another idea to add
  9. Dociel

    Dociel

    Hi everyone, I am Dociel. Thank you for your attention. Ok, that was the very short and lazy version! For the longer, read below. A bit about me, bullet point and random style: - I love sci-fi (books, movies, games, you name it) - I am getting (too) close to 30 y.o. - I live in Ireland, but am French of birth. - I was a huge fan of CCP Dust514 until the shutdown of its server this year. - I ride a Half-Bike, and that is as cool as it is dangerous. - I am waiting to play No Man's Sky, which will allow me to wait for DU!!! (plus DU is a french developing team for once! #proud) - I am learning to prepare awesome meat marinades and rhum arrange. - I got a basic ship for Star Citizen, but the feeling is not the same as for NMS or DU. It's a "pay to see", sort of. - I am the sort of person that is having a lot of projects and ideas, but never actually does them. - My favorite color is orange. - I dream of building a cloud city in DU, and will probably end up drifting naked in space. Well, I guess that's it for now! Cheers, Dociel
  10. Hi everyone, Just a few ideas about the nanoformer tool in particular. I figured that this topic would make much more sense in the Builder's Corner than in the Idea Box, as it is specific to the game's building tool. This post is also partly in reaction of the devlogs I've read about it. Its lore, the way it works, etc. So, in short, the nanoformer tool is able to deconstruct, store and reconstruct matter in the desired shape, at will. A few ideas has been thrown on how it could be powered (solar, bio-heating, etc), how it would be explained, etc. Nothing is set in stone of course, but it is not really satisfying either. So, I came to bring some ideas, I hope you will like them! DISCLAIMER: I am no scientist, but I've read a few things, and here is my theory about actually what would it take for such a tool to exist. First, we would need a complete control over matter, down to at least the atomic level. This means being able to manipulate at will each atom, even when part of a molecule. As you may know, breaking down atoms themselves is a really powerful (a destructive) process, and can lead to catastrophic event if a chain reaction is created (i.e. atomic bomb). And so is, to a lower extent, the breaking down of a molecule. This leads to my first conclusion: the nanoformer tool would require enough power to maintain a complete control over atoms, independently from their surrounding (and atomic bounding mechanism), as well as being able to channel the huge power of their rearrangement, while preventing destruction to happen. Good luck with body heating and solar panels to harness such power! Second, the only plausible technology currently existing, allowing some sort of "control in space" over matter, is the creation of a really powerful magnetic field, allowing the atoms to be "liberated" from another colossal power: gravity. This is, at the moment, only possible within the inside of a huge magnetic field generator, and in no way can actually be broadcast, even a few centimeters away from the center of the magnetic field generator. But man, we are doing science-fiction here! So let's imagine which technology could evolve from this. To my opinion, a few branches could appear in the future from this technology, leading to the creation of a nanoformer tool: Tech 1 - a magnetic field generator with the capacity to broadcast its magnetic power: this would allow sustenance of matter in front of the wearer (Half-Life 2 style). Tech 2 - a sort of pinpointing magnetic laser, allowing the control of matter at the atomic level withing the magnetic field (similar in some ways to the inner carving of a cube of glass using lasers). Tech 3 - some sort of super coolant magnetic beam, allowing the surplus of energy created by the destruction of molecules, to be controlled and redirected elsewhere to prevent explosion (read the great sci-fi book "Uplift" to have an idea). Which leads to my second conclusion: these three futuristic inventions would explain nicely the nanoformer tool technology, while anchoring it in our present scientific "knowledge", with only a sci-fi credible twist. Plus, this could lead to nice in-game skills and upgrades. For example, the Tech 1 could be expended to a macro level, to allow repairs in space. The Tech 2 could be improved to deconstruct more complex entities, such as molecules, for the creation of more advanced things, or to a DNA level, for the creation of bio-technologies. I really think we've got something here! Third, such technologies would require a huge amount of power. And how could we actually pack such power, in something big as, let's say, a portable battery? Atomic fusion of course! The power of the stars! First it is freaking cool, second it is really the only known source of power, which is actually under research (4th generation of nuclear reactor) as we speak, that could provide enough energy. If I remember correctly, you can, with this technology, power up a whole city for one year with a bunch of sugar cubes! Which leads to my third conclusion: the battery that we should use in Dual-Universe, at least for our nanoformer tools, could be atomic fusion batteries. They would require really specific and expensive factories to be built, but a bunch of dirt to be powered on. So on top of the cool role-play-real explanation, it would be perfect to implement in the game. Well, that is it guys. I hope you got the vibe! Magnetic fields, fusion atomic batteries, cooling and pinpointing lasers: I wait for your comments! Cheers, Dociel
  11. This being my first post, it had to be a very serious one! My wishlist item: - Vahine dancing doll for the control board (which can sing, move her hips, and provide zen meditation advice while flying)
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