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ForlornFoe

Alpha Team Vanguard
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  1. Like
    ForlornFoe reacted to Hotwingz in In-game voice.   
    I have no problems with an ingame VOIP system.
     
    BUT it has to be set to 'push to talk' by default.
     
    I'm tired of people breathing into the mic. Babies screaming in the background. People coughing, the random guy playing while talking or screaming to his friends oblivious to peoples request to mute himself.
     
    In my experience it becomes very tiring to always having to manually mute people.
     
    Sorry for the little rant but this topic brings up memories of many frustrating evenings.
  2. Like
    ForlornFoe reacted to Roninmizu in So Now We know.   
    You obviously have never been in a leadership role. 
    I can tell you as a leader IRL, that talks about policy making will always be heated BEHIND CLOSED DOORS. They should be. I would be more worried for a group that all thought the same.
     
    What you did was try to throw those doors open. Now your upset that the people who have either been part of those discussions, seen them, or are mature enough to understand people argue, are making you out to be the bad guy.
     
    Come on...
  3. Like
    ForlornFoe reacted to Limyaael in So Now We know.   
    But they don't. I'm not privy to the internal goings on at McDonalds because I'm not a board member nor an investor in the company. People who aren't currently involved in CSYN don't "deserve" to know anything about the organisation - anything they do release is just marketing stuff to get people on board. Yes, people in the organisation probably deserve a voice there (although I don't know how it's actually being run as of yet, and one could argue that subordinates don't need to know absolutely everything). So this "journalism" is a waste of your time and only serves as something to chuckle over for a little bit before moving on. Forum drama is unneeded so early into development.
  4. Like
    ForlornFoe reacted to Kurock in So Now We know.   
    Please spell my name correctly.
  5. Like
    ForlornFoe reacted to Archonious in DevBlog: Scanning & Mining   
    Very nice information. But I also would like to see something like:
     
    ● Nanoformer battery (how long player can dig), which can be improved (same as power of nanoformer). And not with 5 sec recharge.
    ● Ability to restore ground. This could be very useful. If you removed too much ground by an accident or maybe when somebody did underground dig to your base. To make blocks could damage interior of surrounding enviroment.
    ●Defence module which will increase power needed for digging (making "shield" of basic ground similar as rare mineral, as example). This could really help against underground abuse. No need point on TU, it is very expensive and give many other opportunities (which could be unnecessary and have no need for player).
     
    P.S: Not sure what .gif image shows, but I hope it won't looks like "God Hand", and we will get some tools for scan and dig.
     
    Thanks,
    Archonious
  6. Like
    ForlornFoe reacted to Archonious in The road to Alpha!   
    A little correction...
     

  7. Like
    ForlornFoe reacted to MasteredRed in Please Forgive This   
    Hello to all of you. I would just like to publicly apologize for the spam that resulted on the forums today.
     
    One of my members appeared to have gone and advertised the Diverse Unified Alliance without prior approval nor mention of doing so. This person had no approval nor encouragement from other members. They acted on their own and I take responsibility for what happened. 
     
    I am reaching out to contact this person directly and I hope to avoid any future problems like this.
     
    Again, please forgive us.
  8. Like
    ForlornFoe reacted to yamamushi in My weekend project attempt to build a Core Unit   
    This was a weekend project of mine, mainly fueled by boredom, to build a scale 1 Voxel model of a Dynamic Core Core Unit .
     

     

     


     

     
    I was planning on building a 3d printed model of one to look nicer, but I haven't gotten around to doing that yet :-/
     
     
  9. Like
    ForlornFoe reacted to NQ-Nyzaltar in Fan Fiction Guidelines   
    As you may already know, Dual Universe will be different from many MMORPGs due to its Sandbox aspect.
    One of the particularities is to make the evolution of the storyline directly tied to what happens in-game. This might include the integration of fan fictions in the official storyline. However, it won't be possible to make it happen without a few rules that will preserve consistency and equity among players.
     
    Of course, it's totally possible to write a Fan Fiction without strictly following the official lore.
    In that case, keep in mind a few things:
    - You cant' use Dual Universe nor Novaquark in the tittle of your fan fiction.
    - You must put the tag [Non-Canon] in the title of the Fan Fiction
    - You must put the tag [Fan Fiction]  in the title if you publish the text anywhere else than the official forum.
    - Do not expect to see the Fan Fiction integrated to the official storyline.
    - Expect many players to ignore it in their roleplay, as for keeping consistency when roleplaying with each other, it's only natural that players aim to have the same lore references.
     
    Now about the necessary rules to follow if you want to see your fan fiction integrated in the official storyline:
     
    - Please read the official storyline first.
    - The fan fiction should be compatible with what is known from the Dual Universe backstory so far. Nothing in the fan fiction should be contradictory with what has already been published. Note: an important Lore update is planned for Tuesday 15th of November 2016. This might give you answers to a lot of questions you migh have until now. It's highly recommanded to not set into stone what you have imagined for your fan fiction before having read this update, if you aim to see the fan fiction integrated.
    - The content of the fan fiction must not include content from another game of fiction universe.
    - The fan fiction should not give any status advantages on specific Player Characters over others. Example: a Player Character involved in a fan fiction can't become the captain of an Arkship or the Prime Minister of a country prior to the Arkship Launch, just because the author of the fan fiction has decided this. 
    - No alien creature should be involved.
    - Physical violence should be limited (No gore or similar things). 
    - Verbal violence and cursing is tolerated but must stay limited.
    - Explicit sexual content isn't allowed.
    - Hate speeches toward real people, real ethnic groups, real religions isn't allowed.
    - Real politics proganda isn't allowed.
    - If the fan fiction is integrated to the official lore, you accept to transfer to Novaquark the right of using the fan fiction content for promotional purpose of the game, without expecting any additional reward or financial compensation in return. 
    - Ultimately, Novaquark staff reserves the right to validate or not a fan fiction in the official storyline. That being said, we will try our best to integrate as many as possible, and will help writers in this direction if they ask for help.
     
    Of course, we remain open to the community feedback and suggestions to improve these guidelines!
    These guidelines will be updated on Tuesday, 15th of November 2016.
     
    Best regards,
    The Novaquark Team.
  10. Like
    ForlornFoe reacted to Kurock in Fan Fiction Guidelines   
    Darn. There goes the space whales, space kraken and asteroid crabs.
  11. Like
    ForlornFoe got a reaction from Ghoster in Dev's troubling silence   
    Thank you both, Nyzaltar and Nomad. Good to hear from you. 
     
    I think it was the complete silence after Kickstarter that led people into uncertainty and quesswork, so might I suggest a simple message ie. "Busy, expect news around [loose timeframe]"? Learned during military service that complete lack of information is much worse than hearing 'bad news'. 
     
    Appreciating you taking the time to share the info, you certainly have you hands full.
     
    Cheers.
  12. Like
    ForlornFoe reacted to NQ-Nyzaltar in Dev's troubling silence   
    Hi everyone!   @ghoster:   Despite how you might feel, we are not going in radio silence mode.   A few points that we want to clarify here:   - We never expected either to have a success as large as Star Citizen for many obvious reasons: we started to really communicate about the game a few months ago, we had no celebrity in our team and no big brand to put in front. That alone were legitimate reasons to keep our expectations realistic. We are already amazed to see how far we went in a such short amount of time and we are not going to stop there! - As Pang_Dread mentioned it, we communicated in the last Kickstarter update that the communication now won't be as intense as it was during the Kickstarter.  - A few things are coming soon:
    1) new forum sections will be opened on Wednesday 2nd of November 2) a newsletter for the end of the week (with some stuff that might interest more than one ) 3) a fan fiction contest that will take place from Tuesday 15th November to Thursday 15th of December! (more info very soon!)   @Anonymous:   We can understand that you are concerned about our current lack of presence. However, you should understand in return that you can't expect the same presence from a Community Manager in a big company or being a part of a big structure than one in a small company. Why? Because in small companies (like indie studios), people are generally brought to do more than the exact job written on their contract. If not, then the company might quickly run into some problems to work properly.    Just a few examples: - Apart the communication from JC, all the comm from the devs is handled by the CMs (who are doing the link between devs and the community). - Managing discussions on Facebook and Twitter is totally within the job of the CMs (it's really disturbing to say the contrary). - This might be shocking but yes, Customer Support can be something a CM has to do (and right now, this is also part of our job). - Internal, invisible tasks related to Kickstarter and hugely time consuming are also among the things we currently have to do. - Despite what you're saying, Reddit can also be an appropriate place where a CM might have to interact with people interested in the game.   All in all, we would love to interact a lot more with you guys than what we are currently doing. We will do our best to increase our presence in the coming months. A few replies are coming soon to some important topics.   Best regards, Nyzaltar.
  13. Like
    ForlornFoe reacted to NQ-Nomad in Dev's troubling silence   
    Hi guys, 
     
    We can understand your impatience. For Community Managers, it's as rewarding as it's frustrating. 
    To be clear, we're amazed by the support and love you guys show everyday. And for that, we're truly grateful. 
     
    As we already said in the past, it's normal that the communication activity is less intense, now that the Kickstarter roller coaster is "over". You'll notice the brackets for "over" as as Nyzaltar said, we're still very busy with the necessary "behind the curtain part" to manage, without even talking about all the daily duties we have. 
     
    So that's where seeing you always eager for more is satisfying as you obviously like/backed our game and is also frustrating for us, because we can't do everything in a single day of work. 
     
    As many of you know via the forum or our recent Twitter activity, we took very few rest and we do our best to be there for you. Like Nyzaltar just announced, we have some cool stuff for you. We hope you'll like it and we'll do our best to increase our presence here to exchange with you as much as possible 
     
    Best, 
     
    Nomad
     
    PS: We're considering applying the DU theme to the mobile version of the forum. This being said, you can already switch from the white data-friendly default view to the full dark desktop version by scrolling down and by taping "Full version" (please see screenshots below). 
     

     

  14. Like
    ForlornFoe reacted to Kongou in The Great DAC Compromise Poll [Please Read Before Voting]   
    It doesnt do as much good as it sounds for them to be a loot-able item.

    I'm going to go against this
     
    Unlike in eve, there are no NPC stations to sit them in. theyll exist somwhere in game at all times available to be taken.
     
    Everyone makes this sound like it'll destroy the game if you can't steal DAC's from people. I'm not convinced stealing DAC's is useful for the game as a whole. Its simply an interesting mechanic for them, but its not really fair in either direction. DAC's themselves arent particularly fair and making them lootable is just another injustice.
     
    Either way is percieved as something not fair. If people with money can buy DACs not fair. If people can't steal DACs somehow also not fair.
    I respect NQ's decision to make them non lootable.
     
    Why would anyone ever move a DAC, even if its a physical item just use a tag mark it as yours and you are the only one with the right to pick it up, leave it in the Novark field area, and leave. Realized there is technically one safe area.
     
    I'm not about strong arming NQ to make decisions or using perceived leverage against them I hope they stick to making choices they believe are logical and not bending because the community clammors for something that is opinion.
     
    Great games have been wrecked in both directions, communities asking for questionable mechanics, and devlopers turning their back to community opinion.
  15. Like
    ForlornFoe reacted to EmperorToch in ignore this   
    OMG THANK YOU FOR YOUR KIND ANSWER! 
     
    This is what I have been WAITING FOR! 
     
    Everyone was coming in here and cursing up a storm and throwing threats left and right but not ONE person took the time to sit and explain it to me calmly and professionally. 
     
    I thank you oh so much for your kindness. I now understand and will try to stick to a post every few days that come from my own hand instead of google images. I hope with time we can all move past this silly nonsense and just get back to waiting for the game.
  16. Like
    ForlornFoe reacted to kulkija in [Updated] Player-made Safe Zones   
    I think it is important to have conversation about safezones.
     
    Safezones boost industry and industry manufactures all the weapons and ships, for pvp, cvc, pirates, etc.
     
    Without industry there will be no cvc, no economy, without healthy economy, there will be no traderoutes, so nothing to do for pirates...
     
    I feel that current protection bubble-consept may be weak for boosting industry.
     
    What ever solution is, it need to make sure that time invested for creating industry is secured.
  17. Like
    ForlornFoe reacted to Code24 in Severing voxels from a construct   
    There has been some talk about the combat mechanics I mentioned at the end, and I agree with the points made. My main point was actually that ships should not have disconnected parts initially. This could be achieved by modifying the construction tools slightly. I presume that the current system allows you to, for example, add a wing to your spacecraft, attach an engine element to the end of the wing, and then delete the wing without destroying the attached engine. It shouldn't be too hard to implement a modification to the delete tool that deletes the entire disconnected section along with the wing. The entire portion that was about to be deleted would be highlighted with red before deleting in order to avoid mistakes. The section that is not deleted would be the one with a connection to the core unit.
  18. Like
    ForlornFoe reacted to MasteredRed in Severing voxels from a construct   
    So when talking to JC, as some of you heard, this fact is completely set in stone pretty much, as it's both a performance sacrifice and gameplay enhancement. We know for a fact that there will be hull repairs and so on, but the fact is that voxels are connected to their core no matter if they are physically attached to it. Popular examples of this include Starmade, a game where you build a core, construct voxels around it and some more. The principle of voxels not having to have direct attachment is the same, and it works out fine.
     
    It's something that while I can not say on with sure knowledge, I am very certain that this voxel system won't change or have different attributes to affect it.
     
    However, with the knowledge that there will be connections between systems, you don't have to worry about people building disconnected engines. 
  19. Like
    ForlornFoe reacted to wizardoftrash in Severing voxels from a construct   
    The way we will likely see this implemented, is in the construction process, each of the elements of a construct will have to be connected. On the other hand, if a part of a construct is damaged "severing" it from the rest of the construct, we will see one of two outcomes.
     
    1. The "severed" section is still effectively connected to the rest of the construct, and moves with it despite the voxels holding it on being destroyed. This is probably the most likely outcome, and even though it will be visually jarring for the elements at the end of my wings to continue functioning despite having lost a slice of that wing, it will allow players to construct ships that don't look like cubes or cylinders without fear of losing key components to minor damage. There is a break in immersion, but it can be explained away by having shields maintain structural integrity.
     
    2. The "severed" section vanishes as part of the damage. Repairs will be a matter of restoring a construct to its "complete" form, so rounding-up damage like severed parts could work by simply considering anything no longer attached to the core unit destroyed. I don't think this is the likely solution since it'll require more work server-side, since the game will have to check for disconnected parts every time damage is applied, and for rapid fire weapons (like a scatter lazer or gatling gun), that will be a lot of checks. This kind of mechanic would heavily influence ship design, we might just see a whole lot of cube-of-doom ships like in Space Engineers.
     
    3. Another possibility when CVC drops is having the damage allocation not fully destroy any voxels, only distort and damage them unless the elements attached are also destroyed.
    For example, lets say I've got an arm on the underside of my ship where my landing gear and Gatling gun are attached. If the arm receives damage, the voxels in that area would get bent-up and twisted (to show that they are damaged, and would-be destroyed) but they don't vanish entirely because the gatling and landing gear are still intact. Then when the arm is hit again, the system re-assigns those hits further down the arm (adjacent to the destroyed voxels), damaging the gatling gun and landing gear. When the gatling gun and landing gear are both destroyed, the whole arm vanishes, as there is no longer any healthy voxels or intact elements left. This idea of re-assigning hits to intact areas instead of severing sections would maintain immersion.
  20. Like
    ForlornFoe got a reaction from Alayna in Hello!   
    Welcome to the community, Alayna.
     
    Hopefully you will stick around, as it will take months until even the alpha phase begins. There are already numerous player-made organisations (=clans/guilds), recommending to check them out to find people to hang around with while we wait.
     
    Forums are a great way to learn more about the game, but I will also drop a link to an external website that keeps track of the developments so far:
    http://dusleepers.fr/topics.html
     
    Cheers.
  21. Like
    ForlornFoe reacted to Dinkledash in Ship Designs   
    The most important ships to build in the beginning will be prospectors designed for the home planet.  I don't know if we'll be able to mount scanners directly on ships or if we'll have to get out of the ships in order to scan.  The design of the ship will depend on the range of the scanners if they are ship mounted.  We may also be able to build drone-mounted scanners so you get to a location then you deploy your drones and they run a pattern around your ship and draw a map for you... a lot will come down to the instrumentation we can build, the capabilities of the elements and so forth.  I know that mining itself is going to be a human-only activity as they don't want to allow ships or drones do it since that would result in planet-wide devestation.  
     
    If we have the option of refining ore using a ship-borne refinery, we may have a prospector-refinery design so we don't want to fill our inventory with unrefined resources.  I know that we store resources in our nanopacks but I don't know what the inventory capacity will be.  Maybe we'll have room for a whole day's mining on our back.  Maybe your inventory fills up after half an hour and you need to head back, in which case having cargo capacity on your prospector ship will be very valuable.
     
    I've read that there will be different scanners for different materials.  If these can be mounted shipboard, it may be convenient to have the full array of scanners available in the ship.  It may be that a crew of prospectors need to work together, one on each type of scanner, which would result in a much larger ship.  Or maybe we'll be able to script the scanners together so they fire in sequence and we can build a scanner map showing different kinds of resources.  We may want a ship to run the scans then land and send out vehicles with their own cargo capacities that the miners drive to their targets while the ship moves to scan the next hex.  
     
    It all comes down to the business rules are for scanning for, mining, refining (if needed) and storing resources, and what elements are available.  Will we know the depth of the resources when we detect them?  Will there be deep resources that we have to dig down to even be able to scan for?  Will we have to have ships that can drop off a mining camp with basic defensive systems, then run back to base to fill up with security forces, then return with a load of ore... so the ship may not be specialized at all.
     
    Basically I'm saying what's important in my philosophy as a designer and scripter will be building vehicles that respond to rules, conditions, economic realities and the military situation.  I think it's important to consider what will be possible and come up with some basic ideas for a variety of conditions so that as we discover the rules, capabilities and conditions, we'll be in a position to come up with efficient and cost-effective designs.  I'm going to want to be able to quote a Return on Investment for the equipment I design, for example, so that people will know what they're buying. 
  22. Like
    ForlornFoe reacted to Fitorion in What I hope DU isnt   
    It's just your fear of the unknown showing through.
     
    Even Kerbal Space Program which is a pretty dang accurate Rocket Physics simulator doesn't require any math when building or flying.  It's Rocket Legos.  Just snap the pieces together and see what happens.  You quickly develop an eye for what engines and fuel tanks work the best in a given situation without any calculation needed on your part.  But the option is there ... the info is available... if you do want to do the calculations yourself.  If you do you can make rockets that are more efficient...
     
     
    DU will not have anything like Kerbal Space Programs level of detail.  DU won't even have Planets moving on their orbits.  They'll be locked in place.  Probably the same for any asteroids and space stations.  Hopefully they'll get the planets to rotate at least...  
  23. Like
    ForlornFoe reacted to Danger in What I hope DU isnt   
    As Shynras (and previously JC) said, the game will be easy to learn, hard to master. From pre-alpha videos it seems to be easy enough for anyone. Actually, building tools look already nice and with some improvements they have on the roadmap it will be really easy to start playing.
     
    Now, the second part. While Twerk is right about the technical informations, I must agree that some players are overthinking it and posting various ideas. And tons of them are simply wrong (during development you have to filter thousands of bad ideas to get few good ones). But don't worry, the devs have clear vision and they are making logical decisions WHEN they are needed.
  24. Like
    ForlornFoe reacted to Code24 in Objective Driveyards - Military Corp (Now recruiting)   
    Concept Design Commissions
     
    We recently made a cruiser concept design for CSYN by commission, credit goes to them for coming up with the idea.   This is a service that we are opening up to other organizations or individuals, if they have a specific request, and have positive relationships with our allies.
     
    No in-game payment will be expected for the concept design itself, as these designs already serve to promote our corporation as well as your own organization. If you wish to purchase them as blueprints or finished constructs in-game, this will of course come at a cost, and is subject to in-game time and resource constraints.  
     
    If you like ODY's designs and are interested in giving us a commission, head on over to our public customer service channel on Discord.
     
    Thanks for your attention!
     
    DISCLAIMER: Blueprints commissions are based on the information available about DU at the time of dispatch and are conceptual. Objective Driveyards reserves the right to alter, at any time and without notice, the colors, modules, hardpoints, specifications and models of the spacecraft presented. Spacecraft designations are subject to change and while craft may be pictured in specific roles, Objective Driveyards makes no guarantee that they will be used in these roles. Objective Driveyards does not accept any liability for the accuracy of information in this blueprint or any damages resulting from its general misuse.
  25. Like
    ForlornFoe reacted to Peregrin in Objective Driveyards - Military Corp (Now recruiting)   
    Objective Driveyards is evolving and Dual Universe Sleepers keep an eye on them: today's topic on O.D.Y. was co-written by Code24.
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