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Atmosph3rik

Alpha Team Vanguard
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Everything posted by Atmosph3rik

  1. Ok Twerk once again. You mean Voxelfarm not Forgelight. Forgelight is a game engine and has literally nothing to do with voxels. A "voxel reactor" isn't a bug or a glitch or anything really. It's just a way of looking at a single voxel. For anyone who isn't familiar a voxel reactor is a term from Landmark. It's just 8 single blocks (voxels) arranged in a 3x3 cube with one at each corner. You copy a single voxel and paste it into the center to get a better look at the shape and also to modify individual corners of it by swapping in other reactor corners. I can't imagine any reason why we wouldn't be able to use the same technique in DU. edit: here's a picture of a small voxel in a reactor, you can see how it pulls each reactor corner in to the center.
  2. What about a screen type Element that plays a pre programmed selection of short videos made by NQ. Like in game news and ads or whatever. Something like the Radio in Grand Theft Auto. I've always loved the immersive element that the radio adds to gta games.
  3. NovaQuark has discussed the idea of private instances for building. They've said many times that their goal is to support all play styles. There may not be private servers but there will hopefully be plenty of options for people looking for some peace and quiet while they're doing whatever it is they want to do.
  4. If you want to know more about how voxels will probably work in Dual Universe check out this forum post, https://board.dualthegame.com/index.php?/topic/14-voxel-tools-pre-alpha-game-design/ And this post in the dev blog, https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/#more-531 We definitely have no idea yet whether Dual will have anything like what was called "voxelmancy" in Landmark. What we do know is that the voxel engine being used in Dual Universe is similar to the one used in Landmark. Not the same though. Landmark uses Voxelfarm while Dual is using their own voxel engine. Forgelight is Landmark's graphics engine and has nothing to do with anything. The voxels in Dual Universe should have a similar amount of flexibility as Landmark. But we have no idea whether NQ wants to support or allow the kind of stuff that was called "voxelmancy" in Landmark. Things like shrinking a voxel to smaller then the standard grid, or offsetting it outside of the grid. Personally i hope they don't limit us at all. But unlike Landmark i hope they give us a set of tools that lets us intentionally manipulate voxels however we want. On the other hand in Dual i also hope we won't necessarily feel the need for as much voxel detail as we did in Landmark because we'll have more mesh elements to decorate with.
  5. What on earth are you two talking about? None of that is even remotely close to correct.
  6. This post has some good info about the building tools too. https://board.dualthegame.com/index.php?/topic/14-voxel-tools-pre-alpha-game-design/page-1 and the Devblog here https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/#more-531 Basically each block has the potential to take on a huge number of different shapes by moving each corner into different positions. But every block is connected so moving one corner affects every adjacent corner. In Dual Universe they call that "Dual Contouring". So most of the building isn't intended to be done one block at a time, instead you use Shape Tools to create larger shapes out of many blocks. Building one block at a time will probably be possible but we don't exactly know how that will work. Like Yamamushi said Landmark is a great place to see a similar building system, there are tons of videos of people building/playing it on youtube. In Landmark they didn't really intend for people to build one block at a time and you only really have access to a few very basic shapes at that scale. But because so many more shapes are possible players have found ways to access millions of other shapes using unintended results of building tools like the "Smooth Tool". Which we are supposed to have in Dual. NovaQuark hasn't exactly said how much of that type of building they want to support. They haven't said they are against it either though. What i am hoping is that it will be possible but in a way that is much more accessible then it is in Landmark. The pic in my signature is a house i built in Landmark by the way .
  7. You can ignore just a persons signature without ignoring them completely. Just click your name at the top of the screen and go to Manage Ignore Prefs. A handy way to deal with people who choose to use full screen sized pics or flashing animated gifs as a signature.
  8. Speaking for myself only i have already payed for and played other games that are just too similar to Wildstar. There is nothing new or interesting there for me to want to buy. On the other hand Dual Universe i would like to throw money at like a high class stripper. I think if the game works any profit model CAN work. So assuming this game is going to work, the question is what profit model is the best for the game. edit: And i agree 100% with the current plan.
  9. Maybe those of us who only speak English should be happy that these forums aren't French language only... I suppose we could have different language sub forums so we don't scare any of our more xenophobic English speaking players. But honestly tagging a post with the language it's in seems fine to me. People should post in whatever language they want.
  10. I'll always buy directly from the developer if i can. Why give your money to Steam when you can put it directly back into the game? They're just a leech on the industry.
  11. I'd like it if when you crafted an Element you got to choose from a color wheel. But then later if you wanted to change the color there was another recipe for paint that you would have to complete to be able to recolor the Element. It's always good to have some kind of cost so people don't just change the color every five minutes. Although some kind of adaptive skin on a ship that could change color at will like a chameleon would be pretty cool too. But i guess that's more in the realm of cloaking technology then paint.
  12. With the ability to modify the terrain i think it would be an excellent idea if there were some mini games that people could create courses for. Something like Golf or Mini Golf. Or maybe some kind of futuristic laser disc golf. It could be something pretty simple that just requires an item the player holds to fire the discs and an Element that you place as a target around the course.
  13. There are probably going to be more and more new people showing up interested in the game who may have never used a forum like this. I think some people are used to chat or commenting on videos or articles and think of this as the same thing. It does feel like any coherent discussion is being buried by people asking the same questions over and over or people just posting to get a rise out of other people. The first group is unavoidable and a good thing really, but the second should know better. I discovered the "Members" button in the top left the other day, you can sort all the members by post count...
  14. I was just thinking of something like a catapult too! Along the same lines i would love a Working Construct for Landing a ship too. Something like the docking platforms on stations in Elite Dangerous. A spinning platform that lowers the ship inside and a track that can move the ship into a hanger area after you've gotten out of it.
  15. Hey maybe he just misunderstood the plan. He said "If they make this game monthly sub game, i will not buy this game." And he won't have to. He'll just have to download the trial, and then decide whether or not to sub.
  16. Read this first before you make any decisions. https://devblog.dualthegame.com/2016/04/08/monetization-player-happiness-and-economic-viability/ They have really thought this through. Read the whole Dev blog too.
  17. NQ has said that building will take place inside some kind of limited "building zone" maintained by a player. So my guess is that there would be two ways of making changes to the existing landscape. Inside of a building zone, change would be permanent, but outside of them it would just be temporary. That's just a guess though. I feel like Nyz described the building zones better in another post i can't find now, but they are mentioned here. https://board.dualthegame.com/index.php?/topic/14-voxel-tools-pre-alpha-game-design/page-3#entry1799 It would be cool if all the changes made just by mining were permanent. Especially if there was erosion over time and grass and plants grew back. But i don't know if that will be possible. Pantydraco makes a good point about how hard it would be to store all those individual edits to planets building up over time. My guess is that there would have to be some limit to the amount of permanent change each player can have. And those changes would have to be maintained by protecting or powering the "core unit" that creates each building zone. I don't know though maybe NQ has far better solutions for all this then i can even imagine. I can't wait to find out!
  18. I do like the sound of a cored out world surrounded by player made structures. It's funny just last week i was lost for something to watch on tv and ended up re-watching some Star Trek TNG. The episode where they discover an abandoned "Dyson Sphere". A theoretical structure that surrounds part of a solar system to capture the suns energy, invented by British vacuum cleaner mogul James Dyson. Ok i might have made that last part up. I like the idea of a Planet being completely covered or even replaced by buildings and technology. But i hate to see what would happen to the planets that are stripped of resources and no one sticks around to build anything. Could a planet break out of it's orbit or even into pieces if enough of it was removed?
  19. It will be interesting to see how they solve this. I think it would still be possible for terrain to heal itself over time for the sake of aesthetics and still have resources be depleted. Landmark does something along those lines but on a much smaller scale. Resources like minerals spawn proceduraly and won't necessarily respawn in the exact same spot for quite a while. I think it might be fine for resources like minerals to never respawn and things like trees and plants to take a long time or maybe require cultivation eventually. So as the population on a planet increases it would eventually require resources from other planets to continue to grow. It would be cool if changes didn't heal in the exact same way, or were eroded in some way. But with permanent change from mining and no erosion i'm afraid the worlds would basically all end up looking like swiss cheese.
  20. That is exactly the point. For people to be able to design and build things in peace. The risk comes later when you use those constructs in the world. There could even be some kind of period of vulnerability where you could be attacked when you're deploying a blueprint in the world. But the fact is whether it's in a virtual simulation (instance) that is already being considered or in the protected bubble around the Arcs that is a confirmed feature, you aren't going to be able to pester people while they are building either way. So i'd get over that. As far as being able to access those instances offline i'm not against it, but i don't think it would be a simple thing technically speaking.
  21. I definitely don't think scamming should simply be allowed. I'm not exactly sure what we are defining as scamming here. But in most of the games i have played scammers almost always take advantage of design flaws, like items having similar names or similar icons. Or even just taking advantage of unavoidable aspects of games like pvp invulnerability areas or being able to log out of the game. There's nothing realistic about someone pulling a bait and switch on you and then vanishing into thin air. And being able to start new characters or change names easily means there's no danger of gaining the reputation of a scammer. Being a Conman in a game might sound cool on paper, but when the actual act depends entirely on praying on confused new players. That doesn't sound good to me at all. The idea of players being able to match wits somehow in the game sounds great. But it should be done in a way where everyone understands the rules and the stakes of what they're getting into.
  22. I can't remember where the discussion on drone cameras happened. But the choice between 1st/3rd person view is mentioned in the dev blog here https://devblog.dualthegame.com/2015/01/30/multiplayer-ship-crew/#more-391
  23. Nope. A 3rd Person Drone camera has already been mentioned by NQ. And i highly doubt the drones will be visible or destructible.
  24. I hope NQ takes the time to explain to players how the trade system works. As long as there is a solid system for trading and everyone understands it no one should ever get scammed. Never hit accept until you have exactly what you are expecting to get in the window. If someone starts babbling about how they have this amazing spaceship you can have, but they just need you to give them some money before they can give it to you... IT'S A SCAM
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