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Evil_Porcupine

Alpha Tester
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  1. Like
    Evil_Porcupine reacted to Violet in DU Memes   
  2. Like
    Evil_Porcupine reacted to Code24 in DU Memes   
    Someone stop me...
     

  3. Like
    Evil_Porcupine reacted to yamamushi in DU Memes   
    sorry, I had to
  4. Like
    Evil_Porcupine reacted to Code24 in DU Memes   
  5. Like
    Evil_Porcupine reacted to NQ-Nyzaltar in Community Portal Rules   
    Hi everyone!
     
    As the rules for the Community Portal were a bit unclear on some aspects, we are going to update:
    - The "Create a Dual Universe Account" page.
    - The "Create a New Organization" page.
     
    Here are the texts that will be displayed soon on these pages:
     
     ---------------------------------------------------------------
     
    New Text for the “Create a Dual Universe Account” page:
    ( https://community.dualthegame.com/accounts/register/ )
     
    Warning:
    By creating a Dual Universe account, you accept and agree to follow the terms and conditions available here.
    A reminder of the essential rules:
    Account names may not contain any copyrighted material (names, places, Etc)
    Account names may not contain any material, references, words, or descriptions deemed offensive by the Community Team.
    You agree to post only your own original content or content which you have been given explicit, express permission to post by the creator or the copyright holder.  Do not copy content from copyrighted universes.
    Do not spam or post content that could be offensive in any way.
    The community team may, at its sole discretion and without warning, remove any content, account, and/or organization it deems to be offensive, inappropriate, in violation of these rules, or for any other reason they deem necessary or appropriate.
       ---------------------------------------------------------------   New Text for “Create a New Organization” page:
    ( https://community.dualthegame.com/organizations/add )

    Warning:
    By creating an Organization, you accept and agree to follow the terms and conditions available here.
    A reminder of the essential rules:
    Organizations may not contain copyright names or other materials.
    Organization names may not contain any material, references, words, or descriptions deemed offensive by the Community Team
    You agree to post only your own original content or content which you have been given explicit, express permission to post by the creator or the copyright holder. Do not copy content from copyrighted universes.
    Do not spam or post content that could be offensive in any way.
    Organizations created for the only purpose of offending, provoking, or insulting others will not be tolerated.
    Creating multiple ‘fake’ or ‘sock puppet’ accounts for the purposes of inflating the Organization’s size in order to appear in the list of the biggest organizations, or for any other reason, is strictly prohibited.
    The community team may, at its sole discretion and without warning, remove any content, account, and/or organization it deems to be offensive, inappropriate, in violation of these rules, or for any other reason they deem necessary or appropriate.


    Pre-Alpha stage:
    Organizations created here are a provisional step towards building your organizations in-game.
    As the game is in development the features and systems in place will evolve and are subject to change over time. Once the game launches the organizations, the members and the information held here will be synchronised with the game world. The organization structure will be composed of Members and Legates with different roles and/or responsibilities. For more information about Dual Universe Organizations and what they will become in the future, check out the Devblog!
     
     
    A “Legate” status is currently NOT reversible (it is planned to be reversible at some point though), so choose your legates wisely! What you do here matters, so be careful what you promise!
       ---------------------------------------------------------------   Best Regards, Nyzaltar.
  6. Like
    Evil_Porcupine reacted to Lights in Community Portal Rules   
    wish we could tag players in forums so mm can see this
  7. Like
    Evil_Porcupine reacted to NQ-Nyzaltar in Community Portal Rules   
    Hi everyone,
     
    Just a short message here to emphasis/remind the fact that using fake accounts on a big scale to inflate artificially the size (hence the visibility) of an Organization, especially when the Organization founder(s) is/are aware of this and let it go (or is a part of the problem), this can lead to the Organization deletion. This won't prevent the involved people to recreate their organization, but if this abuse (use of fake accounts) is done by the same person(s) again, the sanction will escalate.
     
    Best Regards
    Nyzaltar.
     
  8. Like
    Evil_Porcupine reacted to yamamushi in Exporting Construct Models for 3D Printing   
    Thanks to @Sunrider for this idea - 
     
    I think it would be really great, albeit probably not a very frequently used feature, to be able to export our constructs from the game in a format that allows us to easily convert them to the types necessary for 3D printing. 
     
    Space Engineers offers this capability for custom ships: http://www.spaceengineersgame.com/3d-printing.html 
     
    Granted, the way they store ship models probably makes it a bit easier to allow the clients to access them and export. 
     
     
    My gut feeling tells me the process for doing an export of DU constructs will be a lot more complicated for users, as much of that will be stored server-side. I suppose we won't really know how feasible this is for us until Alpha, wherein we can see what kind of files are generated client-side and if it's possible to even use those files for this purpose.
  9. Like
    Evil_Porcupine reacted to Eclipse913 in I had a sewing class.... xD   
    Hey guys!

    So I had a sewing class at school (mandatory and ew), but I guess attitude is everything cause I totally zoned out and made this lel!
  10. Like
    Evil_Porcupine reacted to Kurock in Bounty System: fun, fair and less abusable   
    With the bounty system being the next stretch goal, I thought it was high time we take a look at what it could mean to "set the bounty and put a price on somebody's head".
    For me at least, there are three factors that are important in a bounty system:
    Fun: That bounty hunting *feels* like bounty hunting, not an unlucrative fetch quest.  That it is challenging to succeed at collecting a bounty and the bounty provides a suitable reward. Fair: The average player is (relatively) safe.  The system should ensure that the game does not devolve into a gank fest. Less abusable: Ideally a system should *not* be abusable at all, but in an MMO setting where alt's are cheap, this is very difficult to achieve.  So minimizing abuse is the goal here. First, I will go through how MMO's in the past, present and future will have done their bounty system and then give a suggestion of one that could work in Dual Universe.  This might get a little long, so strap in or just skip to the suggested system at the end.
     
     
    Past: Ultima Online
    I have fond memories of my years spent in this fantasy MMORPG in the early 2000's.  PvP was changed multiple times over the course of the game and a bounty system was one aspect of PvP.  
     
    This was "justice system" which could be triggered when a player was murdered by a player killer. Usually after a number of murders, a bounty from the victims own pocket could be placed on the murderers head.  A list of bounties could be looked up at a nearest bank.  If the murder could be found, killed, butchered and his head returned to a guard, the full bounty would be awarded.  
     
    In some cases the head could be ransomed back to the murder or the murder would suffer a stat decrease for a defined period. In other cases, the murderer would lose his own money from the bank and it would be placed on his head as a bounty.  In yet other cases the murderer would suffer stat penalties for dying at the hands of a "blue" player.
     
    In short, there were many different variations, but most revolved around the concept of a justice system specifically targeting perpetual player killers.
     
     
    Present: EVE Online
    There is no justice here: only money.  
     
    Bounties in EVE can by placed on anyone, by anyone. And everyone can see all the bounties.  But a player having a bounty does not give all other players the right to kill that player anywhere, for example a bounty hunter attempting to collect in high-sec will still be attacked by the ever vigilant defenders, CONCORD. Although any where else, all bets are off.
     
    The bounty is not paid to the bounty hunter in full, but is instead based on the value of the bounty targets destroyed ship starting at 20% of the actual bounty value. While this system reduces collusion to split the bounty between the bounty hunter and target, it also reduces the potential earnings of a bounty hunter, making bounty hunting less viable.
     
     
    Future: Star Citizen
    I say "future" because the game is not technically released yet.  The idea is that the bounty system is a justice system: bad guys (both PC and NPC) could have a bounty and good guys attempt to collect it.  That's it. Moving on.
     
    But wait, you say, surely there is more?  Well yes.  But at this point it is conjecture.  For example some bounties may be "capture alive" some may be "dead or alive" perhaps depending on their misdeeds.  Star Citizen plans to have a legacy system where, after a random amount of lives , characters are permanently killed and replaced with their offspring. The offspring do get a bit of inheritance (and/or debt) and there is a slight neutralizing of reputation.  The bounties will probably simply disappear on death.
     
    The take home point here is that this is a justice system.
     
     
    A note on abusing bounty systems
    The simplest way to abuse a bounty system in a free trade game is to have the bounty target and the bounty hunter collude.  The bounty hunter brings in the target and they split the bounty 50/50.
    In Ultima Online, there was an inherent loss of skills at death and skills are really difficult to increase. 
    In EVE the target must lose more than the bounty but bounties are so unlucrative that they no longer feel like bounty hunting.
    In Star Citizen, a character will have limited number of lives (for that character at least), so death may mean losing that incarnation of your character.
    But why collusion is not an issue is that it requires trust.  Trust that the bounty hunter will not just take all the money after the bounty target rolls over.
    I am sure there are other ways to abuse a bounty system but these I leave for another post.
    Suggestion for Dual Universe
    Dual Universe is about giving players tools to run systems, not to have systems run the players.  That said, none of the above example bounty systems really tick all the boxes. So a suggestion is as follows:
    Create a bounty: A bounty can be placed on anyone by anyone (minimum amounts on the bounty apply).  This moves the bounty system away from being a justice system tied to reputation and makes it another useful tool in the DU belt.  This, on its own, does break the "fair" goal, since anyone can be targeted but a single point does not a system make. Read on.
      Get the contract: A bounty contract can only be picked up at a special terminal and is chosen from a randomly generated list of say 10 nameless bounties with a last known location (with a possibility of a reroll within a set time frame). Only those with the correct bounty contract can claim the bounty.  This means a list of bounties may be optionally published, but they will have no effect since only allowed bounty hunters with the correct contracts will be able to collect.  This makes investing into bounty hunting skills viable as it would be possible to tier bounties.
    But why contracts?  This means the game won't devolve into a griefer gank-fest.
      Accept the contract: Once a contract is accepted, the bounty's name is revealed can track the target, the name remains unknown. A bounty hunter can only have a set number of bounty contracts active at one time and this does not preclude others from gaining the same contract. There should be some potential for competition after all. Also there is no auto tracking built in at best a proximity beep.
      Completing the bounty: The bounty hunter kills the target and gains the full bounty amount.  A bounty should be completed within a time frame (say a month) of being accepted or the bounty hunter will suffer a penalty (e.g. monetary loss and/or temporary loss of skills). Likewise the target could suffer a temporary loss of skills. This is a broad outline of a system and definitely still needs details filled in, but as you can see from the earlier examples, a bounty system is far from easy and straight forward.
     
    Do you like what you see here? Do you have ideas for a bounty system? Feel free to discuss.
     
    P.S. A further insightful video on the subject.
  11. Like
    Evil_Porcupine reacted to NQ-Nyzaltar in April 2017 DevDiary   
    I will ask if it will be possible to have a time lapse version of the video. However, we are not sure it will be meaningful: 
    The thing is, as we don't have (yet) FX effects giving a feeling of speed in space during most of the space travel, at the moment it feels like you are not moving at all, until you get really near of a celestial body. 
     
    Best Regards,
    Nyzaltar.
  12. Like
    Evil_Porcupine reacted to Lethys in April 2017 DevDiary   
    Acceleration forces \o/
    Falling towards a planet at higher speeds (2k km/h) \o/
    Light detectors \o/
    Operators for those traps \o/
    HUGE list of materials \o/
    Actual building of ships is HARD \o/
     
    Love it NQ, good progress! But I agree here: would be nice to see the accelerated flight.
  13. Like
    Evil_Porcupine reacted to Anaximander in April 2017 DevDiary   
    Praise the Sun, building ships looks like an actual science <3
  14. Like
    Evil_Porcupine got a reaction from DarkTemplar in Vanguard Mercenaries -- Recruiting   
    Hey, we see you there. Yeah, you, wondering who to join for a friendly and fun experience playing DU. Well, we're going to ask you a few little things:
     
    Do you want to blow stuff up and get paid for it? crowds shout YEAH! Do you like going in guns'a'blazin? crowds shout YEAH! Do you like sneaking behind enemy lines and blowing more stuff up? crowds shout YEAH! Do you like WINNING epic space battles? YEAH! Discord based banter? YEAH! Not being restricted by regular schedules? YEAH! Earning a name for yourself? YEAH! Actual opportunities for promotion? YEAH! Well then we're the org for you:
     

     
    Vanguard Mercenaries: We consider any contract, from anyone, whether it is fighting a long standing enemy into submission, mining resources for your new base, protecting precious cargo, or anything else!
    There are no requirements to apply, no compulsary equipment (although a mic is highly recomended to join in socialising on our active discord).
    Apply through our community page:
    https://community.dualthegame.com/organization/vanguard
    Our Discord:
    https://discord.gg/UcbP6ek
    Or by contacting any of our captains: Dark, DoctorSketch, Or Owe166
  15. Like
    Evil_Porcupine reacted to Anaximander in ADVANCED DIALOGUE SYSTEM   
    If you have a 
     
    That line has the same internal logic as :

    "I walk and I can run and Usain Bolt can walk and run, thus Usain Bolt is Christopher Walken".


    In EVE, if you talk over the mic when a fleet commander is speaking, you are told to shut up. IF you don't cooperate, you get kicked, blown to bits, banned from coalition's territory.

    What you described is a Call of Duty lobby, not a crew that will ever fly in the same ship.

    Dialogue systems don't work in MMOs. It's not a pseudo turn-based singleplayer game or Mass Effect. There are plenty of gaming communities that have strict rules when playing a multiplayer game together, and some of them have rules of "do not talk when the captain talks".

    If you can't project a command scheme and make people follow it, you are not the captain.

    At this point, if you can't issue rules and enforce them, you shouldn't join the Terran Union, you should join BOO, we achieve cohesive motion while being in (supposed) complete anarchy. Yeah, we are in (supposed) complete anarchy and understand that thing called "chain of command" whne in a group. You should look into that, not Singleplayer mechanics in an MMORPG.


    Cheers.
  16. Like
    Evil_Porcupine reacted to Hotwingz in Water, Pledges, Connectivity, and Painting Elements!   
    Hi there, those are some questions.
    I'll do my best to answer them and I'm sure other people will add to it.
     
    Water: Water at the moment is a static block. No flow mechanics, traveling under water seems to not work right now. Maybe a hovercraft can travel over it. Building on water is also not possible right now. At least thats what I understood and I could be wrong.
     
    Connectivity and Pledges: Since the server tech uses distributed load I can imagine there wont be just 1 connection to europe. I suspect DU will run between several server clusters around the world. In that scenario you would connect to the closest to your location. Again this is from my understanding the technology behind DU.
     
    After this pledge portal we will get 2 more portals. You will be able to increase your pledge at any given time up until release.
     
    Painting elements: This will not be possible I think. Elements are static mesh models with a predefined art style. This leads me to speculate you wont be able to paint them. But I could be wrong, NQ does seem to provide as much creative freedom as possible. So maybe this will be a to be announced feature.
     
    I hope this helps you.
     
    Anyone, feel free to correct me if needed.
  17. Like
    Evil_Porcupine reacted to Melich in [Forum Game] Battle Royale   
    If you start a new game Im in! Looks really fun^^
  18. Like
    Evil_Porcupine reacted to Anaximander in Another Small Milestone   
    It's not even his final form.
  19. Like
    Evil_Porcupine reacted to Warden in Is there a confirmed currency name/should we create one until then?   
    Nova Doggo Quarks
     
    NDQ.
  20. Like
    Evil_Porcupine reacted to Zamarus in Furry Dual Universe players?   
    I recall seing this guy named BliitzTheFox with such a profile picture. Idk if you seek contact with others but try him at least.
  21. Like
    Evil_Porcupine reacted to Code24 in Alioth Aerospace Expo   
    Here is a basic layout idea for the Expo, based on 3 hexes. This design allows for the majority of the Expo grounds to be open, allowing ease of access for larger ships for both exhibition and parking. 
  22. Like
    Evil_Porcupine got a reaction from AccuNut in Is there a confirmed currency name/should we create one until then?   
    So, as you can probably tell from the name of the topic, is there currently a confirmed name for the in game currency? I feel like this information(if it exists) should be more widespread as currently I see it refered to as many different things, even by myself.
     
    Also, if the all seeing all knowing replies section does not know of any definitely confirmed (citations for sources please), may I suggest that as a community we start referring to the currency as GALACTIC UNITS (or units for short). If this post gets enough up votes which would suggest that we do need to decide on a currency name if one doesn't already exist, I will put a poll out on the forums with suggestions for the name, and let the community take it from there!
  23. Like
    Evil_Porcupine reacted to Halo381 in Is there a confirmed currency name/should we create one until then?   
    At the GDC event, JC said the in-game currency would be Quanta. As in, the plural form of Quantum. 
  24. Like
    Evil_Porcupine reacted to Lights in the Unnamed warehouse safe depot   
    i mean, whats safer than a giant box building in the safe zone? 
    This alternative method provides the following:
     - Box doesn't care about who you are, Box offers a safe depot. You make it once, you never pay again for unlimited uses.  - Box is inanimate,so it doesn't know, or care whats inside.  - Box is in the safest place in the game.  - Box can't offer vulnerabilities of spying on what you have, Box is a box.  - Box can't out of nowhere make itself independent and steal your stuff, Box is a box owned by YOU!  - Box doesn't need fancy guns to protect its shell, Box has the developers protect it as long as Box is in safezone.  - Box is smart, be like box.
  25. Like
    Evil_Porcupine reacted to DarkTemplar in Who else cant wait till the alpha release!   
    Also keep in mind that alpha is for testing everything. So that means writing in bug reports and helping NQ find them. And suggesting how they could go about improving it. A lot of people seem to think that Alpha is simply early access and they will have a great time mucking around with friends. Not saying you wouldn't have fun.
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