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LynkxDev

Alpha Team Vanguard
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  1. Like
    LynkxDev reacted to Begogian in Just want a assistent   
    This was talked about at GDC during the demo and Q&A section. They plan on implementing the ability to create robots that will follow you around but you will have to do most of the programming. After Alpha, possibly in Beta, they were talking about implementing short range access to drones so you don't have to walk back and forth from mining to the cargo drone but these will have to be modified and developed as much by the player as the devs
  2. Like
    LynkxDev got a reaction from gyurka66 in Just want a assistent   
    I already think on program some drones, like patrol drones, mining drones, carriers, repair drones or just cute pet robots ... 
    To help me on my apace ship factory and also sell them to my customers
    I love to program AI like automatons and watch them playing around  ^.^
    But, besides there is no official position from developers, by reading trends and watching their presentations ...
    it seems that they will not allow us take full freedom of creation when comes to script complex  ships functions
    or crafting drones or robots.. 
    But yes !  I'd love to have this possibility
    I'm with you to make developers notice us!
    \o/
  3. Like
    LynkxDev got a reaction from Villspor in Furry Dual Universe players?   
    Hello fluffy one !

    how does the cryogenic process has affected your fur ? I thought you could wake up kindda full shaved !

    I like furrys, most of you are nice funny and cute ppl     =^.^=
    I've been at one your furry Cons!  It was a nice day, i met a lot of funny furrys and made some friends !
    Sadly we will not have any furry like alien race to play,(or any alien race)
    i always play the Khajiit, (or similar races) that's how i first met the furry sub culture.




     

  4. Like
    LynkxDev reacted to KittyKhatt in Furry Dual Universe players?   
    Awh thanks ^.^ and yeah it sucks there wont be any other species or anything but i guess it makes sense because we all come off the same ship which comes from the same place :/ i don't mind much though, i just want to get in and start mining ;-;
  5. Like
    LynkxDev got a reaction from Jack_Blade in Bladesin Mercenary Corporation - Recruiting And News   
    You will probably need plenty of fighter ships !
    My factory will always be ready to provide and fix your ships for a fair price 
    ^.^
  6. Like
    LynkxDev reacted to FD3242 in Sonic Booms.   
    I do not even know what this thread has turned into. I started it thinking (Well the ships probably go that fast all ready, they may as well add a little sound effect)
     
    xD boy was I wrong.
  7. Like
    LynkxDev reacted to Aesras in LNX - Engineering Industry Big Opening !!!   
    A great idea about teaching others, definitely go for it. Also amazing designs, beautifully done and really best of luck with it
  8. Like
    LynkxDev reacted to DarkTemplar in LNX - Engineering Industry Big Opening !!!   
    That is one sexy looking ship. Welcome to the forums and DU, and of course, good luck for your org.
  9. Like
    LynkxDev reacted to Begogian in LNX - Engineering Industry Big Opening !!!   
    Great concept craft, looking really cool and great work overall. Can't wait to see more designs
  10. Like
    LynkxDev got a reaction from Aesras in LNX - Engineering Industry Big Opening !!!   
    AND NOW IS THE TIME TO OPEN THE CURTAINS !!!
    I AM PROUD TO RELEASE OUR FIRST CONCEPT SHIP !! 
    MEET THE TOKUSATSU OUR FIRST CARGO SHIP !!!
     

     
     

     

     

     

     
     
     

     

     
     
     
     

  11. Like
    LynkxDev got a reaction from Ben Fargo in LNX - Engineering Industry Big Opening !!!   
    AND NOW IS THE TIME TO OPEN THE CURTAINS !!!
    I AM PROUD TO RELEASE OUR FIRST CONCEPT SHIP !! 
    MEET THE TOKUSATSU OUR FIRST CARGO SHIP !!!
     

     
     

     

     

     

     
     
     

     

     
     
     
     

  12. Like
    LynkxDev got a reaction from Lord_Void in LNX - Engineering Industry Big Opening !!!   
    AND NOW IS THE TIME TO OPEN THE CURTAINS !!!
    I AM PROUD TO RELEASE OUR FIRST CONCEPT SHIP !! 
    MEET THE TOKUSATSU OUR FIRST CARGO SHIP !!!
     

     
     

     

     

     

     
     
     

     

     
     
     
     

  13. Like
    LynkxDev got a reaction from Caprikel in ! Better elements !   
    I think the element should be "a script obj" and the graphics a voxel sandbox mesh
     
    so a builder can design what his imagination think it looks like an "Landing hydrogen engine" ,
    than he attach all parts and attach the blueprint (that can have a look of a microchip ingame,
    but in fact is a script that tells how the game engine treat that voxel how to behave as a "Landing Hydrogen Engine" for the game engine). 

    As this any player can create any visual mesh for his engine and use this chip (script) his creation will have the same characteristics of default  "Landing hydrogen engine".  But the variables saved at moment of creator attached the script could be composed of something like:
     
    Default script values for a "Landing hydrogen engine":   Acceleration, weight, fuel consumption, push strength, resistance   and so on..
     
    All should behave something like this model: (lets use Acceleration as example)
    Default acceleration value for "Landing hydrogen engine"............................................... =  100
    Engineers skill level bonus  .............................................. ................................................= +25 (depends of skill level)
    Material rarity or refinement bonus .....made of duraluminum (tier 2 mat)...... ..................=  +10
    Random generated value at time of creation bonus......... .................................................= + 27
    (if get a random 95+ the item will be considered a rare master work)
     
    Final "Landing hydrogen engine" created by player X will have acceleration power  = 162 

    Like this no metter all player of the game create "Landing hydrogen engines" not a single one will be the same, some will be better than the other and all will be unique creation, if your ship needs a "Landing hydrogen engine" you can buy or craft a basic one or travel arround the galaxy looking for the best of the best.
     

    See yah Space Cowboys  !

    - W. Lynkx

     
  14. Like
    LynkxDev reacted to Gerald_Deemer in How will you prevent people from getting harassed, trolled and griefed?   
    The only way to slow down the space pirates is to punish them.
     
    OK, it´s a sandbox game where everyone can do what he wants. But if a player is a known pirate he should be judged.
    That means no entry into the safe zone, no legal trading anymore and so on.
     
    If you have the "fun" to be a pirate and disturb normal palyers you should take the consequences.
    If pirates and destroyers won´t get punished in some way, the game will fail. Think about it to recognize that this is the truth.
  15. Like
    LynkxDev got a reaction from wesbruce in Game mechanics proposal and way to play it!   
    Interesting you compare with SL, i never remember to take that game in count, since is boring wait the wall paint to dry,
     
    but for sure has some nice sandbox and script content.
     
    at my readings on dev blog and posts i hope DU came way better than SL btw, specially the scripting part.
     
    I also home they make a lot of machines to industrialize our facility's like we do in Minecraft
  16. Like
    LynkxDev reacted to Vyz Ejstu in Ship building - Mirrored build mode   
    "Good day to you Yggdrasil. Yes, the developers have confirmed that there will be a mirror mode. I'm not sure it will be a three axis mirror implementation at the start of the Alpha or Beta, but it definitely will be there. A lot of us have used 3D software and I'm most glad that Novaquark decided to include this."
  17. Like
    LynkxDev reacted to Wilks Checkov in Deleted   
    Deleted
  18. Like
    LynkxDev got a reaction from Wilks Checkov in Deleted   
    Great... Just great !!
     
  19. Like
    LynkxDev got a reaction from ttcraft0 in DevBlog: Monetization, player happiness and economic viability   
    OK OK 

    ONCE MORE !!!
     
    Hey new guys PLZ read my previous post about WHY, P2P is SAME as  P2Win !!! when you compare Rich player with poor players,
    Different player family realities and currency exchange on different countries.

    I'm not saying that game should run as F2P, B2P, Cry4Play,  etc....   What I'm just asking is to try understand in deep what's going on in all player situations before say  "I'm ok on paying subscription so all other potential players should be ok with it to!"    Everything that is OK for other ppl is ok for you to ?

    Just try to think that this is an international game that intent to have a server with thousand of players from all corners of the Earth ( O ?)
    With Players that live very different real lives, so before say P2P is the best or B2P is the best, or F2P is the best. 

    Understand that "The best" would be a Mix of those all ! and a Very well done administration of the game business.
    I already saw great game servers Die because of bad administration and very P2W games achieve thousand of players that happly spend tones of money on garbage games and companies get rich just because they have a great management.

    Also i'm sad to say for those (already existent) DU fanboys, This is not the best game in the world, this is not even a game yet, Its a few guys dream with a great potential, but with a lot of concurrence to, especially if they decide to keep as P2P, because P2P players rarely play more than one game at once, 
    and just look around for other upcoming games and you will see that DU will have to face great rivals.
     
    Btw, Guys, use your brains not your harts, give the Devs ideas of how to make this game as great as it could be,
    not just say "nice game i can play 15 bucks for that"

    I think this will be my last post, on monetization topics.
     
    bye
     
  20. Like
    LynkxDev reacted to ostris in DevBlog: Monetization, player happiness and economic viability   
    I feel like your reasoning is kinda flawed. Rich guy with 1000's to spend on a game is always going to have an advantage. Real world rules don't stop because its a game. If someone is willing to spend lots of real life money on a game they will have more then someone who doesn't. Plex style systems can actually reduce the impact this sorta thing can have on games. If you have no plex system farmers WILL sell in game money against game rules. I know DU doesn't have a classic farm for money system but the large gold farmers will find ways to  make money and sell it for real cash. Its a fight that WoW had lost for years, gold farmers spamming the market with really cheap gold. If you have a legit way to do it in game it can be controlled a little more and you wont have massive amount of gold farmers pumping the market full of currency.
     
    The bottom line is, if there is someone willing to spend more money then you on anything they will probably have an unfair advantage. That's just life.
     
    As far as other points brought up I feel like one of the statements that is just flat wrong is that P2P is dead. P2P is not dead most f2p mmos are not very successful as a general rule. Two of the most successful and long lasting MMOs are still p2p or same variation of it. Second is that new p2p mmos don't work. Most people list out a huge amount of mmos that tried p2p and then failed or moved to f2p. Most of these games failed because they simply weren't very good. Almost all of the mmos released in the last several years have basically been WoW or EQ clones offering very little innovative ideas. The games didn't draw players in enough because most people viewed them as LOTR WoW or Star Wars WoW etc etc.
     
    Lastly I feel like its important to mention that the reason a lot of mmos go f2p is because they simply don't need as much cash generated to be successful. As I said most mmos are basically just WoW clones and that is just as true for hardware requirements for the servers. Basically they can use the same stuff(or same power stuff in the cloud) they used in 2005 to run most mmos. Bottom line is its much cheaper to run a classic WoW clone mmo then it was 10 years ago. Hardware is cheaper and the games systems and development have become standardized. Get quest, kill x or collect y or do z, turn in quest, level, gain abilities, reach max, grind high end content for character progression. The f2p with item shop can easily cover the cost of an MMO now due to reduction in cost of server/game upkeep.
     
    The problem is DU is actually doing something very very different with technology requirements and game design. NQ doesn't get the benefit of reduced cost in server hardware and a "standardized game design" or at least not nearly as much of benefit as a more standard MMO. They are trying to do something different and that costs money.
     
    Ultimately I think p2p is fine if it is what the game needs.
  21. Like
    LynkxDev got a reaction from Aeon_da_Zoltral in DevBlog: Monetization, player happiness and economic viability   
    I really hope the Devs reconsider it !!
     
    I think i have showed that ANY item that can be purchased by real money, and sold in-game for game money is P2W!!! 
    Since a Rich guy with 1000$+ to spend, can start in the game today, buys a lot of sellable plex, and become a millionaire ingame tomorrow,
    and use all this ingame money to buy everything he needs to finance his guild / company / army of destruction. (including hire mercenaries with those Plex)
     
    And he will be unstoppable simply because you wipe his armada today just to see him replaces his ships and items using his real money to convert in game money
    selling those Plex, while you need to have all your guild members mining to try to repair yours,
     
    Also soon you will see that all important items in the market will be priced by real money comparison not game currency.
  22. Like
    LynkxDev got a reaction from Jeronimo in Game mechanics proposal and way to play it!   
    Interesting you compare with SL, i never remember to take that game in count, since is boring wait the wall paint to dry,
     
    but for sure has some nice sandbox and script content.
     
    at my readings on dev blog and posts i hope DU came way better than SL btw, specially the scripting part.
     
    I also home they make a lot of machines to industrialize our facility's like we do in Minecraft
  23. Like
    LynkxDev reacted to Ser_Aison -currently gone- in What crazy contraption will you build?   
    "resistance is futile"

  24. Like
    LynkxDev reacted to NQ-Nyzaltar in Ship design   
    As Comrademoco stated, technically, nothing will prevent you to build giant mechs
    About the limits of ingame programming, I can just tell you for now that all the coding allowed will be in LUA and should limited to automatize some basic things (like elementary AIs for droids, autopilots for spaceships, automatized defense systems and such things). More on this matter will be revealed in the future
  25. Like
    LynkxDev reacted to Ryoko_Takahashi in oxygen and pressurised ships   
    I'm not sure how they should implement the detriments of a lack of oxygen or atmospheric pressure, but I like your idea of comparing the original blueprint to the current state of the ship after take damage. I had an idea that I thought would have been an extremely easy, quick, and processor non-intense way of calculating this. Honestly though, after re-reading your post a few times I think I might be saying the same thing just in a different way ^^; I'll add it anyways since I already wrote it up.
     
    I was thinking rather than being based off the differences of the original blueprint and the ships state after damage, I would suggest basing it off of the the ships voxel count and %dmg of elements. I recall them stating that everything is procedural, and only the changes we make are actually saved to the server. Having this in mind, I would assume that there are/will be current and up to date save states for the ships as well. When taking damage, the current voxel count and elements' dmg% could be compared with the previous save state of the vessel. Then (much like you discussed) after a certain threshold is reached, the chance of an implied hull breach event would rise/happen. The beauty of this, is there are no complex algorithms to run, no volumetric checks to verify, etc. Just a simple % check. I think whether there is an ACTUAL visible hull breach would be beside the point. The ship took more damage than its hull integrity could withstand, and breached.
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