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Atmosph3rik

Alpha Team Vanguard
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  1. Like
    Atmosph3rik got a reaction from Bella_Astrum in Companions (AI, Creatures)   
    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.
  2. Like
    Atmosph3rik reacted to Kuritho in Companions (AI, Creatures)   
    I'd love to have a companion over the long dark void of the universe...
    And maybe some fresh lunch if the situation gets desperate.
    AI COMPANION
    I'd love to see an advanced AI giving you some hints, maybe try to start a universal conversation:
    Is the tomato a fruit or a vegetable?
    Hey! Look! DIRT! You don't see that everyday. 
    Is the cake really a lie?
    Why are we here again...
    Woo... we actually did it. My calculus suggested below 0.1 success rate.
     
    Just some conversations idea.
    Maybe power consumption just... for realism. Upgrading the core to have different personalities as well.
    CREATURES COMPANION 
    I dunno. This would be pretty obvious. Maybe the pet would circle around you ever so often.
    Eat something, herd animals. You know, the usual stuff.
    Why should I adopt (or make) one?
    Brilliant question!
    Well... utility.
    Remember kids, its only animal abuse if you get caught.
    Don't abuse animals. That's wrong.
  3. Like
    Atmosph3rik reacted to Dygz_Briarthorn in The nature of a sandbox   
    1: It is relevant to what you were saying. You stated that we cannot build in safe zones. The devblogs state that we will be able to build in safe zones - the safe zones are specifically for Builders to be able to build without being interrupted by pvp. Constructs will remain in the safe zones until the Builders move them out of the safe zone... or until the safe zone is deactivated. Builders are unlikely to remain in safe zones forever - they will likely want to travel to other locations for advanced resources, etc. And, whenever they move to a new location, they will have to create a new safe zone. Yes.
     
    2: Best is still going to be relative. 10 blocks may be perceived as best to some and not best to others - 2 thrusters and 1 pilot seat do not indicate "best". That just indicates personal preference. You may prefer to pilot alone, I may prefer to co-pilot. But, again, those cosmetic designs won't be what determines "best" for individuals. Personal interests will be what determines "best" in terms of ship design and those will be subjective.
    Some people may perceive speed to be "best" while others perceive fuel efficiency to be "best". The Builders who are great at maximizing speed in their designs may not be in the same org as the Builders who excel at maximizing fuel efficiency.
     
    3: You may not be comparing fighters with exploration ships; but organizations will be. If the org decides they want some of their fighters to have greater speed than what their Builders are capable of creating, they will have to find some means to obtain those designs. They may have to people outside of their org.
    If the Builders who maximize speed demand payment for their designs.
     
    4: Well, hopefully, the engineers will need to have some player understanding of how to fit the conduit elements together and advanced character engineering skills. Perhaps a bit of LUA knowledge and perhaps a decent amount of voxelmancy.
  4. Like
    Atmosph3rik reacted to guttertrash in The nature of a sandbox   
    I wonder if there will be anything to protect from people buying a script/ship design etc and then reselling it again themselves.. 
     
     
    could be interesting feature to have options to sell a use license of a script/ship or buying the distribution rights...
     
    I have often thought to myself "how can we bring the real life excitement of copyright law to a video game"
  5. Like
    Atmosph3rik reacted to Astrophil in WAR AND ITS AFTER EFFECTS   
    Hopefully it won't result in everyone writing their posts in curly script ????
  6. Like
    Atmosph3rik reacted to Jett_Quasar in Shout out to all n00bs ;-)   
    I was updating my profile and noticed under my user name it said "Member Since Yesterday".  I don't know why but that just made me laugh, I guess it's because I've been around for a while with my own YouTube channel, Sketchfab portfolio and extensive Imgur album.  I have to say though in the short time I've been here I've been made to feel extremely welcome by this community.  I wanted to say thanks to everybody who helped me to set up my account and get orientated on this forum.
     
    I'm not usually an early adopter of games and software, but based on the information I have so far, Dual Universe will be a great project to get in on the ground floor.  Basically, my understanding is that for the first few months after release the community will be building the groundwork technology and craft designs that players who join the game later on can use to flesh out the game world.  Now that's something I can sink my teeth into!
     
    In short I'd like to send a shout out to all the other newbies in this community and any others that join in the future - you're in the right spot.  It's a great place to be and if you have any questions don't hesitate to make yourself heard.  I'm looking forward to working with all you...
     
    Jett
     
     
  7. Like
    Atmosph3rik reacted to Kiklix in The Council of Alioth   
    The job would be best suited for COPS.
     
    For 2-3 Years the majority of COPS have played together in Landmark. We are accustomed to the vetting process for player submitted items and the community has shown amazing resilience against voxel phallus. The community as a whole has been extremely mature in their creations, the one exception has been Frigo Porco (not picking on him, just facts) with his XXX builds and soft soft porn magazines.
     
    When the people have a choice, they choose the right choice, they choose COPS!

  8. Like
    Atmosph3rik reacted to Bella_Astrum in COPS - Coalition Of Pirates & Smugglers   
    Greetings fellow COPS mates!
     
    As Captain Kiklix here said, we're an umbrella organisation with smaller ones within, such as my Astrum Enterprises. I'm a free spirit, but I also like a good tight-knit group of friends who love to build, explore, and make the most of their gaming experience, who you can rely on for friendly comradeship in times of need.
  9. Like
    Atmosph3rik reacted to Kiklix in COPS - Coalition Of Pirates & Smugglers   
    ​Cops has been disbanded. Sorry for wasting your time. This was a lone decision by Kiklix and does not reflect the other legate lady astrum nor the members.
     
     
    ​The following are the answers to why COPS has been disbanded.
     
    Drama:  Certain populous organizations and their legate have been concocting rumors about COPS. Legates from other some what populous organizations have made assumptions about COPS and presented these as facts. In every case these people are wrong and only serve to create drama. There is no reason for all the hate I have received and COPS has received. I am done 'playing' with a community full of children.
     
    ​EDIT: Removed this section due to clarification by Novaquark.

    ​​I would like to thank everyone who made the decision to join cops. I am sorry it could not pan out. I wish you all well, I wish Novaquark the best.
     

     
     
     
    COPS - Coalition Of Pirates & Smugglers.   The arkships landed. We woke anew, scared, unsure. Groups formed, factions aligned. Power corrupted. For all the efforts to save our species, the millennia we traveled, we reverted almost instantly back to that old human nature. Not even extinction could change our habits, our instinct.   We have all been there. Watching and witnessing the mega-corporations metastasize and feed off the livelihood of the less fortunate. Class warfare, poverty, slavery...being forced to work by some clown sitting at the top of his ivory tower barking commands. I’ve had enough of it, most likely so have you. It’s time to break from those chains and live a free life. It ain’t easy, ain’t too much glory, but it’s honest (for the most part) and fair.  We are a coalition, a collaboration,  a consortium, a conspiracy, a communion,  a clan, a crew, a club, a confederation, a confederacy collecting cohorts connected, conjoined, combining efforts to be a free people, free from tyranny, terror and totalitarianism.       WHAT IT'S LIKE:   Ever want to pilot the Millenium Falcon? Ever dream to have a crew who works together like Firefly? You want to be that solo guy who searches for bounties like Boba Fett and his Slave I?   This is how we dream to play and we intend to play this way. However Dual may require efforts from a  larger group. If this is true, we just want to have a system in place so that people can come together to fullfill their visions. We want solo play, but under the safety net of a larger organization.     WHAT WE ARE NOT:   ​We are NOT GRIFERS. COPS are pirates, smugglers, outcasts, ninjas, mercenaries in the ROLE play sense, NOT in the griefing sense.  
    THE BREAKDOWN:   • Enrollment: Some will get invited, some will inquire. If you want to be part of a free alliance just ask.
    • Primary language: English and gibberish.
    • Timezone: Only mega corps keep up with time.
    • Goal:  Solo or co-op gameplay within a larger group. We all like to do our own thing, but somtimes you need to be part of something larger or you will get left behind.  
    COPS is an organization created and designed to bring together like minded people who prefer to play solo without constraints of typical guild requirements (be here on X day, at Y time to raid Z...ya its tiresome).  We realize people have limited time to play and that real life takes place first. That being said, Dual Universe looks like this might be a game where cooperation and collaberation are keys to success. If we find this to be true, there might be more expected collaborative gamplay required. We don’t want to force anything on anyone, but just ask people to step up if it is required to do so.  In the end it’s not about making a large guild rich, its about making sure your needs are met, our mutal needs are met. We endevor to create an enviroment where co-op game play is actually fun and rewarding.    
    SO WHAT'S IN IT FOR YOU?   • Security: Safety in numbers.
    • Community: A network of people to work together with if so desired.
    • Freedom: Free to play your way but with the undertanding that freedom requires effort and work. There will be times we need to work together, its the only way to keep an alliance strong.
    • A Trade network. Not sure how Dual is going to work with trade, but within a group there will be communication lines. We will be able to trade with each other and help keep our alliance strong.
    • Veteran ship builders: We have members who have crafted some of the finest voxel ships to ever exist.  Our fleet will impress, this I can promise.
    • Veteran home builders: We have members who have crafted some of the finest voxel sci-fi mega structures to exist. Our home world wont look like a cut rate hostel.
    • PVP: Lets face it, even if you only care for PVE, PVP might and will happen at some point. If you intend to fly in a ship, once you are out of the ark safe zone, pvp will happen. We intend to create smart ship designs that will help to ensure pvp victories, but you will need to know how to fly it.
    • PVE: We know some people have no interest in PVP. Hopefully we can get a civilization started with trade, harvesters, crafters etc. It’s good to have folks who specialize in these categories.
    • Exploring: It’s at the heart of Dual Universe, of course we will explore!
    • If i can be done in Dual, we intend on experiencing that content in one way or another.  
    GOVERNMENT:   Don’t really intend on having some massive over inflated group of power hungry people running the show. I have no interest in that, however there does need to be a head or some form. Castles have kings, homes have breadwinners. Even a pack of wolves looks to their Alpha. I intend on holding the main key of power or have it distributed among a very close group of friends. Those who know me know I fight tooth and nail for the little guy, for honesty and integrity. I have no intent on telling you how to play or what to do...but internal conflicts will occur and those will need to be resolved. We want everyone to be happy and to play together...its the best recipe for success. 
       
    If COPS sounds like a style of gamplay that you find appealing, speak to Kiklix or LadyAstrum.
     
  10. Like
    Atmosph3rik reacted to Dhara in Hello!   
    I've been hanging around for a couple of days and thought it was time I popped in to say Hi!  I just joined up with the new C.O.P.S. organization and am very excited about the game.   
     
    I've done quite a bit of voxel building in another game and have found I have a great passion (obsession) for it.  I can't wait to get started building in this world too!  I love everything I have read about this game so far and I hope that this game turns out to be all it can be.  The potential is simply amazing.
     
    Looking forward to meeting you all!
  11. Like
    Atmosph3rik reacted to Anfros in Multiboxing support?   
    Banning multiboxing is basically impossible and as far as I'm concerned of very little importance. What is more important imho is banning the use of botting and input broadcasting meaning you would actually have to play each account individually, that way it is fair for everyone. Though if scripting will be as strong as they have made it out to be you might be able to accomplish many of the things people would normally use bots for ingame, I still think using software to give game inputs should be banned though.
  12. Like
    Atmosph3rik reacted to magnatron in Multiboxing support?   
    nice yamamushi i just can across the same graphic was coming to toss it up in this thread. this seems like a good way to deal with combat multi boxing as spotting a fleet of multi boxed ships is pretty easy.
  13. Like
    Atmosph3rik reacted to yamamushi in Multiboxing support?   
    I never said WoW was a sandbox, what I said was that the point of a sandbox game is for people to do things that the game wasn't designed for. Sandboxes are where developers give players tools to do creative things, but they never strictly outline what it is we should do. 
     
    Do you think Minecraft was designed so that people could build calculators and hard drives in it? Absolutely not, but people used the sandbox elements of redstone to do it.
     
    Even Eve Online has had features placed in the game to make certain playstyles possible for players, and they've also closed several issues that people were otherwise exploiting using ingame mechanics because they weren't designed to be used in a certain way, but nobody was banned for it. Eve certainly wasn't designed for multiboxing, but after realizing that multiboxers were a core part of the Eve universe, CCP has accepted them with open arms. 
     
    Even Dwarf Fortress has been used to build things that Toady never envisioned, like building computers and playing space invaders. 
     
     
     
    Ultimately I don't think they are going to outright ban people for playing on more than one computer at a time, which is what this whole thread was about originally. 
     
    CCP Figured out how to allow Multiboxing in a way that doesn't negatively affect everyone who isn't multiboxing, I don't see why DU can't follow the same model:
     

  14. Like
    Atmosph3rik reacted to Kiklix in UFO: Unity - Freedom - Order   
    COPS - COALITION OF PIRATES & SMUGGLERS  The arkships landed. We woke anew, scared, unsure. Groups formed, factions aligned. Power corrupted. For all the efforts to save our species, the millenia we traveled, we reverted almost instantly back to that old human nature. Not even extinction could change our habits, our instinct.   We have all been there. Watching and witnessing the mega-corporations metastasize and feed off the livelihood of the less fortunate. Class warfare, poverty, slavery...being forced to work by some clown sitting at the top of his ivory tower barking commands. I’ve had enough of it, most likely so have you. It’s time to break from those chains and live a free life. It ain’t easy, ain’t too much glory, but it’s honest (for the most part) and fair.  We are a coalition, a collaboration,  a consortum, a conspiracy, a communion,  a clan, a crew, a club, a confederation, a confederacy collecting cohorts connected, conjoined, combining efforts to be a free people, free from tyrany, terror and autocrats. We are mostly smugglers making our way, some of us might be pirates but we ain’t all bad. We got a few mercs hanging around (dont let them fool ya, hearts of gold), and I think that gal over there is a mensa architect.        WHAT IT'S LIKE:   Ever want to pilot the Millenium Falcon? Ever dream to have a crew who works together like Firefly? You want to be that solo guy who searches for bounties like Boba Fett and his Slave I? This is how we dream to play and we intend to play this way. However Dual may require efforts from a  larger group. If this is true, we just want to have a system in place so that people can come together to fullfill their visions. We want solo play, but under the safety net of a larger organization.   We want you to fly your own flags. You can join under the COPS name, or create your own organization and fly as an alliance, heck I might be doign the same.
        THE BREAKDOWN:   • Enrollment: Some will get invited, some will inquire. If you want to be part of a free alliance just ask.
    • Primary language: English and gibberish.
    • Timezone: Only mega corps keep up with time.
    • Goal:  Solo or co-op gameplay within a larger group. We all like to do our own thing, but somtimes you need to be part of something larger or you will get left behind.  
    COPS is an organization created and designed to bring together like minded people who prefer to play solo without constraints of typical guild requirements (be here on X day, at Y time to raid Z...ya its tiresome).  We realize people have limited time to play and that real life takes place first. That being said, Dual Universe looks like this might be a game where cooperation and collaberation are keys to success. If we find this to be true, there might be more expected collaborative gamplay required. We don’t want to force anything on anyone, but just ask people to step up if it is required to do so.  In the end it’s not about making a large guild rich, its about making sure your needs are met, our mutal needs are met. We endevor to create an enviroment where co-op game play is actually fun and rewarding.    
    WHAT'S IN IT FOR YOU:   • Security: Safety in numbers.
    • Community: A network of people to work together with if so desired.
    • Freedom: Free to play your way but with the undertanding that freedom requires effort and work. There will be times we need to work together, its the only way to keep an alliance strong.
    • A Trade network. Not sure how Dual is going to work with trade, but within a group there will be communication lines. We will be able to trade with each other and help keep our alliance strong.
    • Veteran ship builders: We have members who have crafted some of the finest voxel ships to ever exist.  Our fleet will impress, this I can promise.
    • Veteran home builders: We have members who have crafted some of the finest voxel sci-fi mega structures to exist. Our home world wont look like a cut rate hostel.
    • PVP: Lets face it, even if you only care for PVE, PVP might and will happen at some point. If you intend to fly in a ship, once you are out of the ark safe zone, pvp will happen. We intend to create smart ship designs that will help to ensure pvp victories, but you will need to know how to fly it.
    • PVE: We know some people have no interest in PVP. Hopefully we can get a civilization started with trade, harvesters, crafters etc. It’s good to have folks who specialize in these categories.
    • Exploring: It’s at the heart of Dual Universe, of course we will explore!
    • If i can be done in Dual, we intend on experiencing that content in one way or another.  
    GOVERNMENT:   Don’t really intend on having some massive over inflated group of power hungry people running the show. I have no interest in that, however there does need to be a head or some form. Castles have kings, homes have breadwinners. Even a pack of wolves looks to their Alpha. I intend on holding the main key of power or have it distributed among a very close group of friends. Those who know me know I fight tooth and nail for the little guy, for honesty and integrity. I have no intent on telling you how to play or what to do...but internal conflicts will occur and those will need to be resolved. We want everyone to be happy and to play together...its the best recipe for success. 
       
    If COPS sounds like a style of gamplay that you find appealing, speak to Kiklix or LadyAstrum.
        Coalition Organizations: Astrum Enterprises
  15. Like
    Atmosph3rik reacted to Kiklix in Suggestion Please do not use a EVE lock on weapon system   
    I do not like to speculate, hence why I do not post as often as many do. I believe discussion on matters at hand is more important, but but due to combat being in development I think the lines are blurred between speculation and the matter at hand. So on with my 2 cents.
     
     
    I have never played eve and have no clue how their system works, but I have played WoW for 10 years, Warhammer Online (RIP), SWTOR, GW2 and most recently Landmark (worst combat in the history of games, IMO). Most of my time spent in these games was PVP, although I did raid in WOW's early days (well earliest days I grinded High Warlord for 7 months on Sargeras Horde).
     
     
    Nyzaltar already said the game is going to be target locked/tab targeting. Personally I find this very welcoming. I prefer this type of combat probably because that is what most of the games I have played over 10 years offer but I also like the roles that characters performed vs the "anyone can do anything" way of landmark, which is frankly extremely boring.
     
     
    I personally think that tab targeting combat in Dual will make it more fun to play vs the first person perspective. I have gone back and forth on the issue but the more I delve into how the game could work with tab targeting, the more excited I get.
     
    If "roll" elements are baked into attacks based on the type of ship we can balance the game in a somewhat simple way.
     
    For example. It was mentioned that large ships could just tab to target a smaller ship and fire their guns pretty much instantly killing that small ship. While this will be the case, if we set some rules governing the elements or ship size (based on voxel count) we can start to balance the combat.
     
    I think that dude to the mechanical nature of the elements, the things that make the ship fly, that they should be included in a roll when a ship is attacked...let me just break down a scenario.
     
     
    Large capital ship vs a small 1 man "premade" ship:
    • Small ship is quicker (0 to 60 time) but not faster (high speed) vs the capital ship.
    • Small ship can maneuver faster (turning, acrobatic moves etc flying all around the capital ship), capital ship pretty much moves in a large arc or straight line.
    • Small ship targets large ship and fires their guns. The small ship has a 100% chance on hit to hit the capital ship (reduced by distance), a % to roll on hitting a visible element (like engines, guns etc based on the amount of elements vs the amount of voxels the capital ship has), a roll to actually hit the element or the voxels surrounding it. The higher the elements the higher the chance to hit an element, and then finally the roll on how much damage the small ship will do to that particular element or voxel based on weapon size and or type.
     
    The capital ship would work like this.
    • Capital ship targets smaller ship with giant cannon. 50% chance on hit to annihilate the small ship, but a 5% chance the capital could even hit a small ship in the first place. The more powerful the gun, the longer the cooldown before it can attack again.
     
     
    Of course this could be even more complex but this is just a basic idea on how it could play out. Think of it as a tank vs DPS balance in the typical MMO. Tanks (large ships) do crummy damage but can take a beating. DPS do lots of damage but take little damage (well not a lot of damage vs a tank). Then instead of just having the two classes we see tiers of classes based on ship size which is a value based on the density of voxel count and elements.
     
    Large ships would be tough against small ships, probably not destroyable. No Luke vs Death Star scenarios here. Small ships would be vulnerable, but unlikely to get hit in the first place.
     
    Now, a large capital ship vs another large capital ship...that could be interesting. The % to hit goes up due to the targets being larger mass and the damage goes up.
     
    Anyway. I need to eat, these are some basic ideas I pulled off the top of my head. I am sure all of them are open to critique.
     
    ​EDIT: One thing to note. The different elements are going to be your "spells" on your action bar. In wow I had over 75 keybinds. I imagine large capital ships will have a full UI with tons of buttons, small ships not so much. I would imagine if you had 3 large guns they would all fire on the same key, but have modifiers applied due to the amount of guns being fired. Of course chance to hit would also be based on an arc. If your guns are all firing forward and the ship is behind you, they would not fire on it. Simple facing.
     
     
     
    I don't know what Dual has in store for combat so everything I said could be pointless.
  16. Like
    Atmosph3rik reacted to NQ-Nyzaltar in Suggestion Please do not use a EVE lock on weapon system   
    Hi everyone,
     
    Just to clarify on this topic:
    We totally understand that First Person Shooter gameplay would be more immersive.
    However, we have to take everything in account. And when we do, then we have to make some compromise.
    We want combat, but combat is not the main feature of the game. Only one of the main features, equally important with building, real massively multiplayer system in a single-shard universe, exploration, trading, etc. Once this was sorted out, it was logic that we wouldn't sacrifice things like the massively multiplayer aspect just to have the best First Person Shooter possible. In that case, even if it's not the best combat mechanics (we totally agree on that), target locking combat gameplay is the answer for the best compromise. So it's not a decision led by personal taste, but really the most relevant decision on the technical aspect in our case.
     
    We totally understand that it won't appeal to every player.
    We are aware that our game won't satisfy everybody, and it's the same for any game.
     
    Best regards,
    Nyzaltar.
  17. Like
    Atmosph3rik reacted to yamamushi in Price model, SAY NO TO MONTHLY SUBSCRIPTION!   
    There's already numerous threads about this, but NQ has summed up the issue quite well in one of their Devblogs, in which your points are addressed:
     
    https://devblog.dualthegame.com/2016/04/08/monetization-player-happiness-and-economic-viability/
     
     
    I don't think it's fair to dismiss NQ as "greedy" or those of us who want the P2P model as "gamers with more money than sense", especially given the advantages that P2P games provide (outlined in the aforementioned devblog).
     
    The Cash Shop F2P model doesn't work in a game like Dual Universe, nor does it really make sense for a company that wants to see itself as more of a "Tech Company" than a "Content Company". It also doesn't really work in the context of a global single shard server, as there wouldn't really be a fair way to price items across different regions and guarantee enough income to sustain their basic business needs. 
  18. Like
    Atmosph3rik got a reaction from Antioch in Component elements (building with smaller parts)   
    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.  
  19. Like
    Atmosph3rik reacted to Aurenian in Component elements (building with smaller parts)   
    From the info we have so far it looks like we'll have a set of skill trees that determine tech level and a set of basic pre determined elements to combine into ships and stations.
    Maybe there will be ways to get higher tech elements of the same type through research? I remember someone saying something about levels of weapons in an interview but there isn't much to go on yet.
     
    Personally I'm in favour of making the crafting system more sophisticated so that specialisations arise naturally among the player base instead of through arbitrary skill allocation. This strikes me as the sort of game where progression through player skill would be a better fit.
     
    To that end I propose that the pre built functional elements be smaller components with set properties instead of full parts.
     
    So for instance instead of just throwing on a single engine block that takes up a large amount of space you would build an engine out of smaller parts stuck together that function as an engine. 
     
    To build a basic engine that works you'd only need a handful of parts. Say an ignition block, propulsion unit, stabilizer, vector cone and control unit.
    But you could add more parts to increase it's performance in different ways, with the better ones made of rarer elements. Each component would add weight and energy/fuel requirements. Some might also need a certain amount of space around them to function correctly(eg heat sinks) or have interference with other more sensitive parts. After you'd built the guts of the engine you would then use standard voxel tools to give it a casing and incorporate it into the ship.
     
    And this would be the case with every part that creates function. A cockpit would be a pilots seat(with control surface), computer, life support monitor, oxygen tank, heating element, hinged canopy etc. Extra parts could be holographic projector, rangefinder etc.

    Some common parts would be found in multiple devices (like power cells) whereas others would be specialised to certain devices (matter transmitter coils). 
     
    Each part would have multiple connection points so that they can be configured in various ways. The game would have a master list of devices and when the minimum number of parts are connected together via their ports for a particular device it would treat them as that thing when powered up. Or alternately you might include a way for the player to tell the computer which device they are building (perhaps by including a control chip in every device)
     
    Technologies that the devs want to be harder to master (like FTL) could have a significantly larger number of more sensitive parts. And they could not include a standard template if they wanted to make it take real research.
     
    The end result of this is that as well as ships and stations players could also become experts at creating ship parts and the complexity of the interactions would create genuine expertise in the player base. When your organisation's engineer tells you the reactor can't take it anymore it's because she designed it. When the ship takes damage, you would replace the destroyed components in a device to get it functioning again.
     
    At launch the developers would have a no frills version of each device blueprinted up for each player to start off with so they don't have to become an expert just to begin building. The players who are interested in that side of things would experiment with all kinds of configurations. Later on people would buy device plans off the market if they want to build their own ship without starting from scratch.
     
    You could create the coolest looking hyperdrive on the market. Or the cheapest. or the most powerful. And you could create your brand for advertising. 
     
    The other benefit of this system is that you don't need weapon tiers or constant injections of tech from the devs. Make up a list of weapon and defence types that are interesting, with their own strengths and weaknesses. Break them into bits that make sense, with lower tech weapons like projectiles requiring less exotic materials for their components. Then let the players experiment with what you give them. 
     
    I guarantee you a Blastcorp Annihilator Cannon is way cooler than a tech three plasma cannon. 
     
    Just my thoughts.
  20. Like
    Atmosph3rik got a reaction from PetdCat in Complicated building?   
    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.
     

  21. Like
    Atmosph3rik reacted to Kiklix in Biological ships   
    Novaquark is making their own in house voxel engine. They are not using voxel farm, they looked into it but determined it would be better done in house.
     
    I believe somewhere on the dev blog you can read this paper  on Dual Contouring
     
    ​Novaquark is made up of a very tech diverse group of people, it makes sense to me they would code their own in house voxel engine. Although complex, I don't think it's as complex as we might believe, forcing them to use a 3rd party for better results, rather it seems they will get better results doing it in house.
  22. Like
    Atmosph3rik reacted to Ferran in Subscription should not be its pay model   
    I can understand your sentiments on this mish, but it has been my experience that paying regular instalments actually keeps the quality of the game high and content consistent. In the past, I would not play any MMO that was free or micro-transaction based because the quality was usually equivalent to what you pay for, free = terrible. 
     
    Now I have seen it mentioned that NQ is intending on implementing a PLEX system similar to EVE online, where players with extra in-game currency can purchase subscription time, and players will extra RL money will sell them in order to make up for less available play time. This I appreciate as I rarely have any amount of time to dedicate to any game, usually about 4-6 hours per month.
     
    The trick with this system is finding the balancing point for the price, if buying the PLEX units is too expensive, or making in game money is overly time consuming were players have to devote considerable time in farming credits just to play another month, then this system could be bad from the beginning. I have confidence that the balance can be found early on though.
  23. Like
    Atmosph3rik reacted to NQ-Nyzaltar in E3 ships not made in engine? (debunked)   
    Well... It will be always our word against his.
    But here is our side of the story.
     
    Just the facts:
    - We posted two comments on his second video asking why he was deliberately spreading disinformation and diffamation about our game.
    - In both comments was a link to our video proving the big spaceships were voxel-made.
    - They weren't validated to become public, despite the fact that comments posted after by other posters were.
    We don't exactly know how BlueDrake42's channel is configured, but if comments require validation to become public, that means he sees every comment before chosing to validate one (or not). It seems to us really unlikely that, in this situation, he hasn't seen the comments who were pretty straightforward and posted with the name "Dual Universe". Maybe there is another explanation but from our side, we don't see any.
     
    In the end, with his video "GG Dual Universe", BlueDrake42 showed he didn't mean to misinform (despite the fact that the result was exactly that). We personally recognize we were wrong in thinking he had ill intentions toward our game. Sketpicism in his first video was totally ok and we perfectly understood that (as not much about our game has been presented yet). Presenting personal assumptions as the truth (saying our ships were just meshes bought from turbosquid put in our game and not voxel-made spaceships) in the second video was where a line was crossed.
     
    There will be soon a blog post explaining our unexpected presence at E3 (that wasn't even expected on our side a month ago) and how it came to make some choices that seem weird from the outside. We also totally agree that there have been several mistakes in our communication like the fact we should have pointed out that the big spaceships design weren't home made but available on Turbosquid. There was no intention to hide it. We truly didn't see it as a problem a few weeks ago, as the teaser was meant to present what players would be able to build, not to present what the players will find in game.
     
    So there is no hypocrisy here.
     
    To avoid feeding the troll any further, this topic will be locked now.
     
    Best regards,
    Nyzaltar.
  24. Like
    Atmosph3rik reacted to NQ-Nyzaltar in E3 ships not made in engine? (debunked)   
    Hi everyone,
     
    A quick update that should close this controversy once and for all. It seems it's our turn to be wrong this time:
    We thought BlueDrake42 was not caring about what is right or wrong and was just interested in getting visibility by any means.
    He made a video to admit he made wrong assumptions so it may have been just desillusion on his side generated by deceiving advertisements he saw on other games.
     

     
    From there, we hope that we could restart a constructive discussion on a healthier basis with him soon.
     
    Best regards,
    Nyzaltar
  25. Like
    Atmosph3rik reacted to NQ-Nyzaltar in E3 ships not made in engine? (debunked)   
    Well, it's a noble goal to warn fellow gamers of a possible scam.
    But be sure to check the honesty of your source before following him blindly in his diffamation and misinformation speech.
    There are some points that don't add up in the scam theory:
    If we tried to scam and deceived people, would we opt for a monetization model where we plan to make a free trial before starting a monthly sub? Obviously, it would be suicidal to give access to the game, even temporarily for free if we wanted to scam people. 
     
    On the other hand:
    - Bluedrake42 seems to present only information that could back his side of the story.
    - He hasn't even tried to contact us to check his assumptions.
    - When we asked some explanations on his Youtube channel, he didn't validate our comment on purpose (he has validated other comments, more recent, since then) for some reason known only from himself. Transparency seems to bother him.
    - The tweet pinned on his twitter account is self explanatory:
     

     
    In short, he's proud to say that he doesn't care if he's right or wrong, if he's loved or hated. All he cares is visibility.
     
     
    In the end, the bad guys are not always those who appear to be in the first place.
    Not all indie developers are scammers, not all youtubers have good intentions.
    Do not follow blindly what others say.
    If you have a doubt, ask the involved persons before accusing them.
    Indie developers generally answer to the questions.
    In other words, make an opinion by yourself, do not just follow an opinion made by someone who has visibility.
     
    Best regards,
    Nyzaltar.
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