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Atmosph3rik

Alpha Team Vanguard
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  1. Like
    Atmosph3rik reacted to Xenoform101 in DevBlog: Builder gameplay, Voxel Tools & Elements   
    Just curious will there be a version of the line tool that can cut through material?
  2. Like
    Atmosph3rik reacted to NQ-Nyzaltar in Multi boxing/Multi sub   
    The team hasn't made the final decision on this subject yet.
    But I will bring this topic to the Devs' attention
     
    Sidenote: if we succeed in avoiding to have activies usually boring and nearly automated in MMO (like mining, for example ) not boring in Dual Universe, this should naturally limit Multiboxing.
     
    Best Regards,
    Nyzaltar.
  3. Like
    Atmosph3rik reacted to Markus_Wolf in Greetings   
    Good evening everybody.
    I have just joined the forum to get a grip on things. Been playing ED for over a year now. Have triple elite and don't care about the game any more.
    I am interested to see how this develops as I look for new entertainment. Eve has no interest for me, and although I backed Star Citizen, I am starting to think that each time Derek Smart throws a lawsuit at them it could be the last.
     
    So, my fingers are crossed for this.
     
    Be safe
  4. Like
    Atmosph3rik reacted to jrhod99 in Ship design   
    Ok so NovaQuark mentioned a few things that I would like to talk about. First of is the AI's that you will be able to write yourself in code. Me being a programmer myself was very excited by this and i started thinking about all the amazing things I could do. As I was thinking about it I wondered two things. How much will you be able to code in?, and two will it extend beyond the basic ship functions. What I mean by the second one is will I be able to sit down and write a code that would allow me to fly instead of a regular space ship a giant robot that I built using the voxels. So basically to sum it up will I be able to build other constructs such as giant mechs that I can fight in or will I be limited to only building space ships.                      Thanks, Jared
     
  5. Like
    Atmosph3rik reacted to vylqun in Ship design   
    i'm looking forward to botswarm ai tournaments
  6. Like
    Atmosph3rik reacted to NQ-Nyzaltar in Ship design   
    As Comrademoco stated, technically, nothing will prevent you to build giant mechs
    About the limits of ingame programming, I can just tell you for now that all the coding allowed will be in LUA and should limited to automatize some basic things (like elementary AIs for droids, autopilots for spaceships, automatized defense systems and such things). More on this matter will be revealed in the future
  7. Like
    Atmosph3rik reacted to Hotwingz in If You Build It, They Will Come   
    Well that article is what brought me here.
    I had never heard of this game before.
  8. Like
    Atmosph3rik reacted to Cybrex in If You Build It, They Will Come   
    http://massivelyop.com/2016/02/01/dual-universe-promises-a-seamless-galaxy-on-a-single-shard/?platform=hootsuite
     
    I see DU is starting to get some more "publicity".
     
    Very brief article, but boy is that comment section busy!
  9. Like
    Atmosph3rik reacted to Bella_Astrum in Emotes: Sitting on chairs, leaning against a wall & more   
    Call me simple but one of my favourite things in games is sitting my character on chairs/furniture. Landmark has a way of doing it that involves placing the character near an object and typing /sit. The character then sits down on the object.

    In SWTOR it's similar but you type /chair. There is a chair that you simply click on and the character automatically sits down (in the player ships). That's probably my favourite approach.

    I know it's not a priority, and would definitely expect it to be a last minute feature, but will there be sitting on chairs/furniture in DU? If so, what will the approach be, /emote or click?

    I hope it's not too basic a question. I know I will have more useful ones closer to play testing.
  10. Like
    Atmosph3rik reacted to Kiklix in Just In Case II - 3D Printer   
    Another just in case you missed it post. 
     
    Dual tweeted a link to a 3D printer to be used in game. Very cool unit. The blueprint on the top is super cool!

    https://twitter.com/dualthegame/status/690612201296642048
  11. Like
    Atmosph3rik reacted to Kiklix in Just in case you guys did not see it. MiniRocket Propulsor animation from Dual.   
    Dual tweeted out a gif of a Mini Rocket Propulsor firing. Can't wait to attach one of these to a construct

    https://twitter.com/dualthegame/status/689154627120558080
  12. Like
    Atmosph3rik reacted to Bella_Astrum in Voxel Tools: Pre-Alpha Game Design   
    I think Atmospheric captures what I mean. That voxelmancy refers to what was originally unintended. All of the clever things we can do now with voxels in the other game was an accident. Even the dev's had no idea these various new tricks could be used to manipulate voxels. That is good in a way because everyone can see what is possible but for usability for the average player the tools themselves are more user friendly.
     
    That said, for all we know we may discover unintended voxels techniques in DU as well. Voxels seem to have a mind of their own, not the big unchangeable ones like Mine craft obviously, but smaller more manipulatable ones like Space Engineers, Landmark and perhaps many others. It could just be the nature of the beast that voxels are unpredictable in unforeseen ways.
     
    I know I've personally made things I like by taking advantage of the unpredictability and experimenting in different ways.
  13. Like
    Atmosph3rik reacted to Kiklix in Voxel Tools: Pre-Alpha Game Design   
    VooDoo, that is a perfect word to describe how I felt about it as well. The namesake feels mystical, magical, but not necessarily technical (and the connotations that go with magical, mystical, or voodoo seemed to embody the art of "voxelmancy")
     
    I agree that people should not have to use any outlet outside of the game to find all this stuff. Had all the voxelmancy been under a single website umbrella like Wowhead is to wow, then it would not be so bad. When the sources of the tutorials span 6-10 social media outlets it becomes intimidating, which is a turn off to new players and even some veterans. I don't want to see people turned off in Dual. 
     
     
  14. Like
    Atmosph3rik reacted to Kiklix in Voxel Tools: Pre-Alpha Game Design   
    Sorry for late reply, did not see your post till now. 
     
    I hope I did not come across as argumentative or being adamant about superimposing my opinion on the topic. I have been told by someone close to me that my posting often comes across as stern, forceful, harsh, rigid. I believe honesty is the best policy and my approach to any given topic is generally to impress the observed and documented facts surrounding the topic that I have witnessed. I have to make sure all my bases are covered with the work I do, this mindset often finds its way into my everyday routine....I guess I like to make sure all the options are on the table to help ensure clear and concise decisions can be made. I often ramble on as well....
  15. Like
    Atmosph3rik reacted to NQ-Nyzaltar in Voxel Tools: Pre-Alpha Game Design   
    Hi Kiklix and Lady_Astrum !
     
    You made some very valid points there.
    Indeed, "Voxelmancy" is a word that could interpreted negatively, or at least seen as intimidating, discouraging.
    As we try to promote an easier way to promote voxel manipulation, well, it makes sense to find another word defining it.
     
    Thanks a lot for your feedback!  "voxelmorph" and "voxelmorphing" have been noted.
    We will discuss about it in the team
     
    Best Regards,
    Nyzaltar.
  16. Like
    Atmosph3rik got a reaction from Kiklix in Voxel Tools: Pre-Alpha Game Design   
    I like Voxelmorph a lot.
     
    I didn't like the term Voxelmancy either.  It grew on me in a sort of Stockholm Syndrome kind of way i guess, but i don't like how it equates effort to some kind of voodoo.  
     
    On the subject of whether it's a good thing to have it in the game, i guess it's sort of a double-edged sword.  First i think i should clarify exactly what i think "Voxelmancy" means though.  At one point i just thought of it as highly technical building.  But as building in Landmark has evolved my definition of what it means definitely has too.
     
    What Voxelmancy means to me now is more like unsupported building techniques, or unintuitive methods.  Doing something with a building tool that produces an unintended result.  We had to use these tricks in Landmark because we had no other way to create many shapes.  The voxels had the ability but we just had no way to shape them.
     
    So the more tools we have to shape voxels, the less need for Voxelmancy.  
     
    If we are just talking about depth in building, or how technical you can get, then i personally can't get enough.   But I think the building can still have all that depth and also be accessible if it's intuitive and well designed.
     
    One thing i love about Landmark is that even though it essentially has no progression, when i log in i'm a level 80 Voxelmancer, and the best part is i can delete the character and make a new one and still be a level 80 Voxelmancer, because the progression is all my own.
     
    I guess the trick is just to make the learning process something that's enjoyable and a part of the game too.
     
    People shouldn't have to go out of the game to learn how to build if possible.   So maybe some kind of system that allowed players to create in game building tutorials might be the answer.  What if you could record a hologram of your character performing a few building steps then add instructions to it and save it in game somehow. 
     
    That might be too complicated to make happen but it would be cool    
  17. Like
    Atmosph3rik reacted to Kiklix in Voxel Tools: Pre-Alpha Game Design   
    Voxelmancy was the term used inside another game. Here in Dual we call it "voxelmorph".
     
    Seriously though, I would like to lose the term voxelmancy and not carry it over to this game. 
  18. Like
    Atmosph3rik reacted to Bella_Astrum in Voxel Tools: Pre-Alpha Game Design   
    Sounds great Nyzaltar, looking forward to hearing more about the voxel tools, especially the Voxel Elements presentation, sounds fascinating.
  19. Like
    Atmosph3rik reacted to NQ-Nyzaltar in Voxel Tools: Pre-Alpha Game Design   
    Hi there,
     
    We have taken into account:
    - The interest to have a voxel editor, to manipulate directly data defining the shape of voxels (also called Hermite Data Field, for those interested )
    - The fact that voxel boards can be immersion-breaking in a consistent open world and the need of having a more user-friendly and accessible approach for a majority of builders.
     
    There will be soon an update on several topics regarding the voxel tools.
    It will cover: 
    - The voxel tools operational so far (and those still under development).
    - The possibility to have a Voxel Editor: Pros & Cons.
    - Voxel Elements presentation: an alternative to Voxel Boards.
    - Our stance on "Voxelmancy" (microvoxels, antivoxels and such).
     
    We might make this update through a blog post, depending of the update size. If not, it will be posted piece by piece in this thread.
    If you think something is missing on the topic, just let me know  
     
    Best regards,
    Nyzaltar.
  20. Like
    Atmosph3rik reacted to Kiklix in Voxel Tools: Pre-Alpha Game Design   
    I think that would depend on how the "mesh" utility was approached. Less publicized and used more as a "for advanced users" it should not affect the publics perception. That being said, the other game just uses a smoothing tool, there is no mesh adjustment tool...its all trial and error and critical thinking about how the voxels work. Oddly, this technique that stems from a "simple build tool" is much more difficult to understand and use than a mesh converter would be.
     
    If we are able to move the verticies in Dual through creative use of the smoothing tool and other tools, the price of admission for "good builds" will be much much more intimidating than a  mesh tool would ever be. 
     
    Lastly though, I am not really asking for a mesh tool or anything like it. I just hope I can make stellar looking stuff regardless of how it happens. 
  21. Like
    Atmosph3rik reacted to Kiklix in Voxel Tools: Pre-Alpha Game Design   
    I agree and understand the premise but I will say that I am currently making ships in another voxel game that completely outshine anything I have seen in space engineers (I also play Space Engineers), of course those ships cant fly but this is in part due to being able to manipulate the voxels. It does take longer to build, but the build (in looks) is more rewarding. 
     
    I like things to be simple as well, but at the same time there is something to say about  being able to refine ones skill and continue growth in a voxel build due to being able to manipulate the vertices (I know the corners are technically "voxels" but most think of a voxel as the cube, not the corners). In the other game I play this alone has kept some of us to continue building (admittedly not that many) with very little development seen over the past year. 
     
    I am less concerned about players finding new ways to make shapes with voxels and more concerned about the large workstations this often requires that ugly up the environment. 
  22. Like
    Atmosph3rik got a reaction from Kiklix in Quick Question?   
    So I got Elite Dangerous recently and at first i was considering buying a HOTUS setup, but it turned out i actually really like the flight controls with a mouse and keyboard.  Luckily someone told me to try switching Yaw to the X axis on my mouse, Roll to the A and D keys and throttle to the mouse wheel and that helped a lot.
     
    I never played EVE, so i'm not sure how the controls work differently, but the flight controls in Elite Dangerous seem great to me so i hope we end up with something similar in DU.
     
    I realized that i have more then 30 years of experience with a mouse and keyboard and none at all flying an actual jet or using a HOTUS so i should probably just stick with the mouse and keyboard.
     
    Learning to orient yourself in 3d space is rough,  i was spinning around drunkenly and crashing into stuff for hours in the tutorial before i got the hang of it. 
  23. Like
    Atmosph3rik reacted to Astrophil in Quick Question?   
    I feel like a team as ambitious as Novaquark and a game as advanced as DU would doubtlessly create a beautiful and intuitive, not to mention very hands-on, flying system. Unfortunately, this also probably means that along with a Rift, a Virtuix Omni, surround speakers, and a bunch of geeky DU stuff, I'll probably also have to go find a better HOTAS as well. I really, really dislike this game's uncanny ability to cause personal bankrupticies.
  24. Like
    Atmosph3rik reacted to Dreamstar in Quick Question?   
    The one big game world is something that Im very pleased about,
    My mind is really focused on the RDMS stuff right now, but I feel like somewhere they said something about how ship / vehichle controls might behave.
    I hope though they come up with something thats less point and click than eve is all, one of my biggest gripes about eve.
  25. Like
    Atmosph3rik reacted to Cybrex in The Economy   
    In a previous topic, there was a brief moment where some of us discussed how the economy in Dual Universe will operate. I feel like this is a good topic to continue discussing, even now despite what little information we have. However, I hope that Nyz can shed some light on this. 
     
    Before we begin, if you see anything missing from this topic, please let me know. I plan to update this thread with current economic facts, as well as discussion points. Thanks!
     
    _____________________________________________________________________
     
    Topics of interest! If you have something you want to be discussed, let me know and I can update it here.
     
    Business Ventures - With a game like DU, whose scope is truly massive in its goal to create a living, breathing sandbox universe, the possibilities for all sorts of professions are near endless. What sort of ideas do you have?
     
    Central Trade Hub - While this topic may be a little pre-mature, I am hoping as we get more information in the future anything we discuss on this can begin to be fleshed out. Eve Online has a many trade hubs, but THE trade hub is known as Jita. Anything and everything can be found there. While DU will be a different game in its own right, should we as the first players look in to trying to create a centralized trade hub int he early stages of the game? By a collective effort from the community, we could easily create said market. Or, we could let things happen naturally. The latter will happen either way, and throughout different regions. What are your thoughts?
     
    _____________________________________________________________________
     
    I am no economic nut, but it does excite me for whatever reason. The economy will be a huge part of this game, and I'd really like to get everyone's input on it, and start putting some ideas together so that come game day, we've got a plan and vision of what to expect. 
     
    Right now that's all I have on my mind. I plan to keep this topic going, and I will update the thread as needed. 
     
    Also, another jab at Nyz! Any insight you have on this topic would be appreciated. It will help guide the discussions somewhere relevant to what we can expect to see. 
     
    DU ECONOMY FAQ:
     
    ? Auctions - Can be visibly seen locally (in whatever region the Market Unit is established.)
     
    ? Standard Currency - There will be a standard currency established for the economy. (Players will not be able to create their own currencies.)
       
    ? Newbie Zone Market - The starting zone will have an initial market hub established to "jump start" the economy, and provide some basic means for the players via NPC vendors. 
     
     
       
    ? Market Units - A buildable structure to establish a trading post.
     
     
     
    ? Information Units - A build-able structure to view local buy/sell orders on the market.
     
     
     
    DU ECONOMY REFERENCE LINKS:
     
     
    ? DEVBLOG - From Barter To Market Economy
     
    - Lego
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