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Shadow

Alpha Team Vanguard
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Posts posted by Shadow

  1. Hi Nyzaltar,

     

    I disagree with your analysis :

    From what we have analyzed, afk cloaking has been possible because of a few things:

    - the fact that all players in the solar system are displayed on the local chat. If you see someone you don't know, it migh be a spy, or someone planning an ambush.

    - the fact that a player can leave from a safe area (space stations) from a unique point (easy to ambush). 

    - the fact that a player wanting to leave the solar system generally needs to use a stargate (also an easy place to ambush).

     

    First point is valid : in wormhole space, where there is no local, you don't have cloaky campers problems because you never know what is in the system and people live with it.

     

    But the two other are not a problem for me. Because of cloaking mechanism in EvE, a cloaked ship cannot stop anyone from warping in or out a safe place. He first need to wait a few seconds before being able to target, and then there is the targeting delay itself. Thus, the target can either warp off the station or even dock up again if he gets caught anyway.

    Same point applies to gate. Nobody is afraid by a cloaky camper when passing gates and farmers usually change system when there is one in their farming land.

    The only situation where the above is not 100% true is when an interdictor uncloaks and launch an interdiction sphere. But it's rarer because that kind of ship cannot warp cloaked and, for the bubble to works, it must be on the target path and on the same destination grid (~location).

     

    How do cloaky campers catch targets then ? When they are fighting or mining in space, usually against NPC, when pilots are less concentrated. Target is not moving, or at least not aligned, the camper uncloaks, bumps the target to make sure it won't align out, and catch him.

     

    As you said, Dual Universe won't have sharded systems and, I assume, no local. So cloaky campers should not be a problem.

    I would make some suggestions about cloaking, but I need a better idea on how gameplay will look like before going into speculations.

     

    Regards,

    Shadow

  2. I completely agree with Saffi post (on all points).

     

    For not loosing hundreds of time of thinking from apha/beta testers, you could also copy their blueprints, but wait a week/month (or more) after the game launch before pasting them back in their inventory.

    Bugs and changes will be hard to manage though. So this solution only applies for late beta and I don't think it's worth the effort.

     

    Regards,

    Shadow

  3. Alpha/Beta players will always have a small advantage at the beginning of the game, it's inevitable. But i'd like it to be clean slate, so that any advantages gained are purely through what they know of the game, not what they've done.

    That's my opinion too: developing, testing, discussing, reading guides will always gives you power (knowledge is power :) ), but this advantage should stay in people mind where everyone can catch up and I don't want to see buildings or other things when server starts, especially in a sandbox. Game should be new and clean.

     

    Blueprints are a bit in the middle: you can recreate them fast anyway and you are nearly the only one affected (except maybe because you can sell it, but this is just worrying for the first few days). So I don't really mind about them.

     

    So far, we know that alpha testers will have a different environnement from launch: different starter pack, skills / technologies already unlocked, and so on...

    Also, taking developments, bugs, etc., I'm pretty sure there will be wiped (probably several times) during alpha and beta.

     

    Regards,

    Shadow

  4. Here are a couple of quotes from the LUA scripting devblog:

     

    "Engines are real (they physically push your ship where they are, with the power they have), gravity is real,"

     

    "The exact details of how this is done in terms of control and dynamics are beyond the range of this post, but it involves simple Newtonian physics about torques and forces."

     

    That looks VERY promising.  Would you agree they imply inertia?

    That's indeed pretty clear. My bad.

     

    Regards,

    Shadow

  5. You got rewards for being in the alpha team ? :o.... Where can i sign up for this Alpha Team ???? 

     

    Obviously joking as i know Nyz picked all you guys :).. But still, i like to have things from games so:

    We didn't get anything yet. There was just a thread about giving titles or specific in game items for people deeply involved.

    If I remember correctly, the main idea pushing out was that people were not looking for specific reward... except an exceptional game :).

     

    Regards,

    Shadow

  6. If you have the planet based around a set of co-ordinates why can you not just manipulate the outward appearance of the planet when you are observing it from afar ?.. I understand that it wouldn't be an easy thing to do but i don't think it would be impossible.. 

    I don't know. That may be possible if all voxels are bound to the planet and represented in this referential.

    It clearly depends on how the universe is represented in the data structure, but I don't have that knowledge.

     

    Also, if planets are orbiting stars, moving it will cause major problems, especially if the game cannot compute gravity.

     

    That's the kind of problems arising with the idea and I'm not confident we can see and solve them all.

     

    Regards,

    Shadow

  7. I'm not saying that life support shouldn't be implemented / used, but keep in mind the technical concerns in your thinking: Nyzaltar clearly stated that managing air, rooms and breach would not be possible for now because it requires to much processing.

     

    But we could suggest something like "every person in a ship consume oxygen from a tank or something". Then you need to think about how do you consider that someone is in the ship ? or what about an enemy boarding the ship ? will he consumes oxygen ? and so on...

    That may be an interesting game-play, but we need to think about it more precisely.

     

    Regards,

    Shadow

  8. Valid concerns, but I think you're missing some pieces of the puzzle.

     

    I think your real concern is that small bases of operations for solo players and small organisations will be repeatedly destroyed by raiders, thieves, pirates, privateers, and other, larger groups of settlers.  Let me just say first of all that I don't think your solution would help in that regard, first because it is not losing inventory that is the problem, it is losing buildings, and second because solo players and small groups are much less likely to claim territory, partly because TU's are rare and expensive, partly because there will be little need to.

    I completely agree with that.

    Also, take into account that "big organizations" or "raiders" will just destroy your TU "just because they can" and especially if it increases loot rate in the area.

     

    Regards,

    Shadow

  9. That's an interesting idea. I like the concept of naming planets by the first explorer. I also has the advantage for developers to easily name things as they don't do it themselves :) (especially in procedurately generated universe, that usually becomes a headhacke).

     

    But in the other hand, it removes the feeling of exploration and finding "new" planets. If someone just fly by a planet and name it, it's still not explored and there are a lot to discover on the surface. If that planet is named by another player, you lose a bit of the feeling: "Oh! Look at the planet. Someone already found it and name it... but let's check if there is something valuable.".

     

    All in all, I guess that you can still build an obelisk or something with your name on the planet or in orbit if you really want to leave your mark. 

     

    Regards,

    Shadow

  10. If you suggest going as far as keeping one tab open just for the music you might as well download the track and play it locally. There is no need to burden the server with the extra streaming every day you browse the game's pages.

    If that's a concern, there are ways to "store" data on the browser cache in order to keep bandwidth to an acceptable level.

     

    I think that the consensus here is "Why not ? But keep it simple and opt-in".

    I guess that NQ could integrate a SoundCloud player quite easily with a play button (and, by the way, it means that music will be loaded from SoundCloud).

     

    But it's clearly not a priority.

    Maybe once NQ will start some kind of publicity for the game, it'll be a good idea.

     

    Regards,

    Shadow

  11. Hi nora,

     

    I guess that you will probably get some during the Kickstarter campaign.

    Nyzaltar, will maybe ask what kind of "rewards" we would like to see in the Kickstarter, like he did for the Alpha team. Don't forget to make suggestions there !

     

    A virtual store after the game launch could be a good idea too. But I think it's a bit early to speak about it :).

     

    Regards,

    Shadow

  12. Really looking forward to see how robust, not only the object creation system is but how the actual physics will work with those objects. Will a car have suspension, turn and momentum physics? Will it be able to be mounted with weapons and how are those weapon look, size and damage assets be chosen? Will ship speeds be governed by weight and size or will it only matter how many engines are attached to the hull?

     

    How the assets are managed, governed and compatible with the physics of the game are what I'm looking forward to.

     

    Hi Zander,

     

    Nyzaltar stated a few times that physics properties like gravity is very unlikely due to technical restrictions. Not sure if it includes suspension, but I guess momentum won't be implemented either.

    You can check Space Engineers if you want a game which implement most of that. But it's clearly not massively multiplayer.

     

    Regards,

    Shadow

  13. Hi there,

     

    To explain a bit, I think Zen is speaking about what is called "afk cloaking" in EvE: someone gets a PvP ship with a cloak and a "Cynosural Field" (think about it as a beacon used by other ships to jump right on top of it).

    He stays cloak in a system where people are living 24 hours per day and you never know if he is afk or not. When he is not, he pin down a vulnerable ship, light the Cynosural Field and gank it with friends.

     

    Considering the Arkship protected zone and unlimited space, I believe it will be a lot different in Dual Universe.

     

    Regards,

    Shadow

  14. ... depends on the sword and the gun... tell that to Luke Skywalker or another Jedi :).

    Even a good old canon (with gunpowder) would probably harm you.

     

    Maybe we could use nano-swords or things like this in Dual Universe.

     

    Regards,

    Shadow

  15. I haven't found it in the lore, but I also haven't seen it specifically stated earth is actually destroyed.

    Lore says that Earth was on the way of a neutron star. It is probably completely destroyed now... and by "completely" I mean that there is probably nothing remaining, not even a single asteroid.

     

    ABout the subject, I can't be 100% sure, but I don't think that enabling planet moving is technically possible. It works in Planetary Annihilation because planets are not constituted of voxels, so it is easy to move the construct (and if you look carefully, you will see that planets are orbiting the star, even without thrusters).

     

    Now, imagine what moving a planet means in Dual Universe. The game probably needs to update each voxel position, plus things constructed on the surface, plus players walking or orbiting it. I don't even speak about relative speed, gravity and all other problems that arise.

     

    There was a question a few days ago about voxels falling down if you mine below them and Nyzaltar said it was not technically possible.

    Even in Space Engineers, where you have less constraints about performances, asteroids are statics and cannot move or be moved.

     

    I would really like to, but I guess it's definitely impossible :(.

     

    Regards,

    Shadow.

  16. Hi Zepediah,

     

    In the first concept arts, you could see a futuristic bow, but this image was removed.

     

    Nyzaltar stated a few times that combat was currently not implemented and was a bit later on the road-map. Especially, he stated that combat won't be part of the alpha.

    So I guess that the subject is still to be discussed.

     

    I'm not a great fan of swords in futuristic universe myself, but it's not a bad idea either.

     

    Regards,

    Shadow

  17. Roll Discord.  That way peeps won't have to dick around with downloading and setting up clients if they don't want to.  Plus it's, like, free so there's that.

    I thought about a Discord server for Alpha / Beta testers some times ago.

    If it supports the load, it will be nice. Else, well... I have static IP, DNS and a spare computer for Mumble / Teamspeak :).

     

    Regards,

    Shadow

  18. Hi nora,

     

    As far as I know, there is currently not "hidden" sub-forum, except for Novaquarks maybe.

    There will probably be a dedicated forum for alpha-testers to give feedback later on, Nyzaltar talked about it. Because of NDA, access will probably be restricted though.

     

    Did you read the entirety of forum + devblogs + wiki ?

    Then, maybe you could write some RP if you need to kill time :) (that's just a random idea).

     

    Regards,

    Shadow

  19. Hello khaip,

     

    You could probably achieve these goals with scripted "bots", but the degree of interaction will depend on in game scripting limitations which are currently unknown. You can find a lot of information in the "Lua script and distributed processing units" devblog.

     

    About market, you have a lot of information in the "From barder to market economy" devblog which should cover your questions.

     

    About NPCs, Nyzaltar said a few times that they require a lot of design work and are probably not be a priority at the moment, but nothing written in stone.

     

    Regards,

    Shadow

  20. just an idea, you can put background music to the website.

    Please, no. That causes a lot of problems like extra loading time, lack of volume adjustment, and so on...

    Plus, I guess that it's not really the most important thing to spare time on at the moment :).

     

    If you really want to, put a Jukebox or a player, but please, don't start playing or download automatically.

     

    Regards,

    Shadow

  21. As it seems to be the concensus, the screenshots surpass my expectations so far, even if we can see some "adjustements" to tweak. Having done some 3D modeling and coding, I am really impressed. Good job to the team.

     

    I do have a request though : can we get a screenshot of the Arkship (from close and from distance) ? :)

     

    Regards,

    Shadow

  22. Hello Brisingr,

     

    I think Nyzaltar made a few references to this possibility, especially about hiding bases or resurrection nodes underground.

    If I remember correctly, it was related to the territory control devblog, but I cannot find it back.

     

    Regards,

    Shadow

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