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Atmosph3rik

Alpha Team Vanguard
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Posts posted by Atmosph3rik

  1. Guess how you'll be seeing enemy ships. Through a radar, since the game is first-person. Navigating in real life using a radar is already a hard job, imagine that in a video-game. The collision will be scaled down, to avoid ramming practises.Except if you'd like on a firing run for an enemy battleship to collide head on with you. Spoiler alert, you won't survive :P

     

    Nope.

     

    A 3rd Person Drone camera has already been mentioned by NQ.

     

    And i highly doubt the drones will be visible or destructible.

  2. 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  :o

  3. Any game that includes space battles can't use entirely real world physics and still be fun to play.  For ground and air combat, the physics could be quite realistic, but when it comes to space, there needs to be some sort of compensation in order to keep things in control.  I believe the best way to achieve this is by doing space battle physics similar to how it's done in Star Citizen and Elite.  The ship has inertial dampeners that can make it fly in a vacuum the same way it would fly in atmosphere.   This doesn't necessarily go against the laws of physics, it just uses thrusts that are way more powerful than could be normally achieved (that would also be the case for FTL drives).

     

    I definitely like the "flight assist" system in Elite Dangerous.  It seems like a good balance of realistic physics while also allowing ships to be a bit easier to fly.

     

    Being able to turn flight assist on and off is really important though.

  4. We'll be able to make permanent change inside of the building areas that we will be able to define.

     

    But outside of those areas i would bet that any changes will reset themselves after an hour or so, maybe less.

     

    It would just be silly for the damage to be permanent.  Players would destroy a planet in a few weeks.

  5. Because it wasn't in 18 point font i actually read Captain's entire post.  And i hate to say it but i agree.  

     

    Some games work great on a console.  But this definitely isn't one of those games.  Games that are designed to play on a console are a lot of fun to play and i prefer a controller for some games.  But a game like Dual is going to require more then just a controller.

     

    And also like mr twerkmotor said, finding a setup that works for you makes a huge difference.

     

    I highly recommend a fancy mouse like a Razor Naga with the 12 button thumb pad.

     

    When you have a mouse and keyboard that you are used to, there is really no better interface.  At least until we can control the games with our mind...  :ph34r:

  6. While it's fun for game mechanics to have a basis in scientific reality i'm a lot more concerned with whether they make a game more fun and unique.

     

    All it takes is a little creative thinking and literally anything can be justified with theoretical science.  Just take a look at the lore we have so far.

     

    I can't remember where i saw this but i remember watching some show or movie where ships were attaching to a beam of energy to travel at a high speed.  Anyway it looked very cool.

     

    Some kind of fast travel based on attaching to or traveling inside a beam of energy might be a way for smaller or slower ships to travel between systems.  Like highways for ships that can't handle FTL travel.

  7. What's up everyone.  I guess it's about time i write up a little introduction here too.  It is seriously awesome how fast this organization has grown.  And damn do we all have the coolest forum banners or what. :D  Thanks Kiklix!

     

    Some of you already know me from Landmark.  So hello to all my fellow Landmark refugees! and also a big hello to all the people coming from other games too!

     

    So ahh about me, my main interest in Dual is the voxel building.  I'm a huge fan of modern architecture and a lot of my building inspiration comes from a childish desire to actually get to live in a house like Frank Lloyd Wright's Fallingwater or the house from the movie Oblivion, which was the inspiration for the Landmark build in my signature.

     

    A lot of what i do is inspired by other people and purely for my own amusement.  But occasionally i may manage to crank out something i would call original, and if i do i plan to sell and trade those creations under my personal brand ATMOCORP.

     

    ATMOCORP's goal is to bring a bit of luxury and class to the world of planetary exploration and colonization.  Just because your house requires a proximity force field for protection doesn't mean it can't also have an infinity pool. B)  

  8. That I think would require a black hole good sir  Mass by the way, is a property of matter, not something tangible you can manipulate. What you propsed could violate physics in more ways than one 

     

    Or a Morpher with gravitational compression technology.  B)

     

    From the Dev blog https://devblog.dualthegame.com/2015/08/20/dual-universe-part-4/

     

     

    I hurry toward a clearing and I make a first attempt at construction. I’m able to form cubes of wood, a triangle, a half-sphere. Enough to make a bench. Not enough to build a shelter for the night. I’ll need to keep going, to find some stone, more wood, for at night, according to the briefing Lia gave me, temperatures sink to -30° C.

    I pass through the forest sucking up several trees, and I find a pile of rock that I siphon up also with my morpher. Its gravitational compression capacity is just astonishing. I’ve got the equivalent of four sequoias and six tons of rock in cartridges housed in my belt! The worst part is that I don’t even feel their weight thanks to anti-gravity technology!

  9.  Nah but i you think of it slaves cost less than machines

     

    I don't think that's true.

     

    I would bet that at any point in history no matter what level of technology is available, it would probably cost more to buy a human and keep them healthy and alive, then it would to acquire available technology that is capable of doing the same job.  If there isn't any technology available then there's nothing to compare.

     

    And as a game mechanic it's just a bad idea for obvious reasons.

  10. So i was thinking about pets and AI in the game a while back, but more along the lines of a ship's computer, or KITT from Knight Rider, or Tony Stark's digital butler guy in the Iron Man movies.

     

    It would be pretty cool to be able to add a component to a construct that gave it a limited npc AI.  I'm not talking about automating it, i know we'll be able to do that to an extent with scripting.  I just mean some kind of interactive voice type thing.  Something to add a bit of personality to your home or ship.

     

    Maybe a few voices to choose from.

  11. thats only as long as pve isn't competive and mining/crafting etc. in Dual Universe will be very competive, thus multiboxing will give a definite advantage in early and late game which completely unequalizes the game.

     

    PVE isn't competitive it's collaborative by definition, so no problem there.  And in terms of mining and crafting i don't see how it could give an advantage.  Please give some examples.

     

    If i can only control one character at a time i can only mine or craft on one character at a time.  If someone has to control each character separately they aren't going to be saving any time or gaining any advantage switching back and forth mining or gathering with two characters online at the same time.

     

    edit: Just to clarify i am absolutely against any character being able to gain any skills or resources without a real human inputting clicks or keystrokes to gain them.  No one should ever be able to just sit there and gain anything.  As long as that isn't possible and botting isn't allowed i would hope that the style of multiboxing that was common in Everquest could be allowed.

     

    Dual is obviously breaking new ground in a lot of ways and we really have no idea how so many things work.  But i have faith that NQ will make the right decisions regarding stuff like this.

  12.  

    j5xFkm0.png

     

     

    This graphic perfectly explains everything that i had to say on the subject. Thank you!

     

    I never saw anything negative about multiboxing in Everquest when it was usually PVE and someone bringing in an extra support class to buff and spot heal or something like that.  It usually just made the game more fun for everyone.

     

    Someone botting several characters in PVP, cloning keystrokes to control all of them with the same mouse and keyboard is just cheating.  I think that can be dealt with on its own without wasting time trying to stop people from multiboxing.

  13.  

    From my understanding, we're limited to 25cm (10 inch) voxels.  This limitation would make some of our creations massive.

     

     

     

    I think he is talking about snapping together smaller mesh elements into one larger functioning element.  So voxels wouldn't need to be involved.
     
    I think this is a great idea.  It would allow for a bit more personalization from ship to ship, in terms of performance and appearance.  
  14. True...

     

    but I think that is determined also in shape. like you can take a... triangle for example and make it bigger or smaller and such, and if you want to make it detailed you have to use "small" voxels (in the sense that you use small cubes) to build your stuff which isn't already pre-built.

     

     

    In a way, we should be able to change the size of something like a triangle.  But on the small end it can only really go as small as one voxel cut in half diagonally.  You'll probably be able to make a triangle almost as large as you want too, but it will technically be made up of many voxels.  

     

    You can make a voxel smaller then the standard grid too.  But because everything is on a grid, you are also making all the surrounding voxels larger, or at least moving one corner in closer to make the central voxel smaller.   In reverse you can also make one voxel appear larger, but to do it all the surrounding voxels have to move to make room.

     

    Working at the highest detail level with voxels can be pretty tedious in other games, but i think their aim for DU is that we will be doing much less tinkering with voxels on the smallest scale and more building with pre-made shapes at a larger scale.

     

    edit: Here is a little piece of someone's tutorial from the game Landmark.  They're basically explaining two different ways that a triangle can be made.  You can see in either example it requires other nearby voxels to be altered too.

     

    IWS8OnP.jpg

  15. Each corner of each "voxel" has a home point.  When all eight are at that home point it forms a standard cube.  But they can each be moved a certain distance from that point to form more complex shapes.

     

    In Landmark each corner can be moved up to 1.5 blocks in any direction, outside of the standard cube shape and inside of it.

     

    I don't think we know exactly how far we will be able to move them in Dual or how we will be able to move them.  But from the one screenshot of the voxel tools at work it looks like it should be similar to Landmark.

     

    The important thing to remember is that you can't move a block,  they're locked to a grid.  All you can do is repaint them or change their shape.  so they can't really "snap".  Or i guess you might say snapping is all they can do.  You can make a block look like it's off the grid, but technically it is still locked to that location.

     

    Although once you build a ship you will be able to make that move! :D  but that's a different story.

  16. Unfortunately it's been confirmed that there will 'not' be a weapon editor, and that elements will not be editable (thrusters, engines, power ect) as these are all elements in the game and not created by voxel and would cause to much of a overhead if everyone was to create there own things.

     

    It will be constructs (things you build out of voxels) equipped with elements (predesigned objects by devs) to create ships and bases. You are only limited at the moment in what can be done by the elements the devs create and how we interact with them.

     

    Elements are predesigned devs.

    Constructs are player designed using voxels/elements.

     

    Weapons, turrets, engines, power generators ect are all elements as far as I'm aware.

     

    Nora,

     

    I'm hoping that we will eventually have the ability to change at least the primary color or tint on Elements.  Since everyone will be using the same Elements all over the place.

     

    Probably not a priority early in development but i think it would really help a lot with blending Elements and Voxels together seamlessly into realistic looking ships and buildings.

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