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FD3242

Alpha Team Vanguard
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Posts posted by FD3242

  1. Idea:

     

    When you die, for whatever reason, your ingame skilltree gets reseted or downgraded (setting you back to the previous stage in each category as an example)

     

    Concept behind:

     

    If you die, you respawn with a ressurection node, but this thing only has a blueprint of you, it doesn't know what was going on in your brain. You learn the skills over time while Aphelia, the AI, is manipulating your brain. If you die, the ressurection node loads a old version of your body and brain

     

    Pro:

    -You would fear the death

    -you would play safer

    -it would be more realistic

    -you would accept going in jail rather than commiting suicide, justice systems would make much more sense

    -pirates would not attack big stations just to "see if it works" (if you ever played space engineers you know what i mean)

    -Experienced players would be much more valuable

    -taking hostages would mean something

    -There would be less "Shoot on sight"-activity

    -bounties woud make much more sense

    -most organisations would try to avoid war

    -taking out a good pilot can change the battle because after respawning he would not be able to drive the ship anymore or less effective

    -war strategies would change from making most damge possible to avoid killing civilists

     

    Contra:

    -It could get really frustrating

    -it would be kind of unfair

     

     

    Let me know what you guys think about this!

    I think losing your skills is a bad idea simply because it would not be fun. But maybe some other less extreme penalty. Like a time period where all your skills are lower this would stop people from just respawning and hoping right back into the battle. Also it could be explained by cross dimensional travel makes you a little out of it. I really do not think this will work well in a fun sense though.

  2. Thanks! Everything is from scratch, except of course the desert/forest backgrounds are from the december update video.

     

     

    Glad you like them!

    Wow from scratch. I can not even make a straight line, as you can see from my profile pic.

  3. I know we just got some details on How territories will work on planets, but will there be any territories in space. If not then what is the process of building an orbital station? or star base?

     

    If it there are territories in space then I'm assuming there would be some sort of second layer of hexagons  around the planet a certain space away and you would put down a floating territory claim device on it and then you would be able to start building. 

     

    If there are NOT territories in space then how will this work? We can just start building anywhere in 3D Space? or does it have to be on a certain plane? and if the orbital station has an up and down how will we walk on it if we build it upside down if there is no gravity? Will my orbital station rotate around the planet? How does that all work?

     

    Thanks in advance.

    25:00 in he will explain this. :edit My mistake I thought he explained it there.
  4. On 11/16/2016 at 4:10 AM, Reptoks said:

    Hiho Arkship passengers

     

    Looks like we don't have any games yet in this Forum.

    So i decided to make one, let's play while waiting for Dual Universe release

     

    How to play ? simple : Last Post Wins

    Please be Civilized, no Trolling & no Spam

     

    Good Luck & Have Fun

    YAY I won until somebody posts again.

  5. 1) They are called Gas Giants :P

     

    2) It's a good idea, only problem being they are Giants and have to be larger in volume than a planet. Besides that, the devs should first refine solid mineral gathering, before moving to gas extraction in the form of Gas Giants. The problem with the gathering part, being that the game has no water physics in the way you would expect, thus gas physics would be clunky (carved gas giant surfaces as you "mine" gas), which in the context of a voxel octree shape, means every time you mine, if the voxels were to adjust for removal of "volume", it would have to alter the entire of the gas voxel giant's shape by a certain margin per gathering cycle you perform.

     

    3) The moons ideas is nice, only again, the size of the planets s very limited for the moment (100 km radius planets) so moons are quite smaller than you'd expect.

     

    So, it's more of a cool feature to have Gas Giants, but not very crucial to the game? So it can wait for later on down the game's history I guess :P I mean, it's something the Devs have said already, that more features will come as the game goes on post launch, so, it's not that crazy to have Gag Giants come a year post launch :P

    What if there small ?

  6. I would like Jump Probes (the ones we send into space to find new stars) to be able to be carried in cargo and activated manually.

     

     

    I know it's a short post, but I'm positive someone understands how this can be used.

    I had understood that you built warp probes like any other ship. Edit: But that was just a assumption.

  7. So, you mean like, making a square, then filling it with the same voxel type, by "tying" one side and linking it to another?

     

    Cause the devs have already made such a tool, it's the line tool. Check this : 

     

     

    It's somewhere in there, when JC Baillie is closing up the "hole" on the side of the fuel section of the ship. 

     

     

    If that's what you're after, yeah, that's kinda there already :P

    No that's not what I mean, I mean more like the paint bucket from Microsoft paint. :P

  8. I was just thinking of this scenario.

     

    A faction has just made a warp bridge connecting to another system. This system happens to be very rich in some rare ore which gives them a major economic advantage over there enemy's. One of these enemy's Manages to destroy there warp bridge.

     

     

    What happens to the players on the other side? They separated from the rest of the Known universe in till one side is able to setup a new warp bridge and from what I understand that could take a long time.

     

     

    I just wont yo hear your options on this. how do you think this would play out?

  9. I think OP mean something more like the Paint Bucket in most paint programs.

     

    That would definitely be handy.  It could be a bit complicated though.

     

    One thing a lot of people asked for in Landmark but it never happened was a "Find and Replace" feature for textures.  That wouldn't be exactly the same as a Fill Tool or Paint Bucket.  But it would be similarly useful i think.

    Paint Bucket. Yea exactly I forgot what it was called.

  10. Do we know for sure that YOU have to be there for your scripts to run? If scripts run if any player is close enough, being close to a turret will cause its script to allow it to shoot at that player. Similarly, script-based space mines would also function.

     

    If not, that trashes my idea of a law-enforcement that puts up kill contratcs on people that pvp in restricted zones...

    lol did not think of that

  11. Hello,

     

    As you may know, it has been "decided" that scripts are only gonna run in the presence of people, and not otherwise.

    Trying to comprehend that choice was easy: it is a question of performance, because every loaded area uses quite a lot of server power.

     

    But i have an alternative:

    you may have a personal anchor that simulates your presence to be able to run your mining operations, this would allow too to avoid doing afk shenanigans.

     

    but, what if you want more?

     

    you could use DACs to enable a use of one more of them for one month, thus keeping the performance use compensated for.

     

    I hope i am not besides the point...

    That sounds pay to win

  12. Jesus...

     

    I just backed on kickstarter then I watched the video and it says you guys want to basically copy the eve skill system?

    I have been playing eve since 2004 and I am SICK of it! Especially the skill system... after a few years you will NEVER catch up if you're a new player. Where's the fun in that?

    i think they should make it have the passive skill training but you can speed it up by doing that activity

  13. I get what you are asking. And thats what Beta can be to those who need it. 

     

    But what you are suggesting will not demonstrate their new technology, just the build system. There are other games out there you can play to get a feel for what they are doing. Look at things like Landmark, Planet Explorers, Empyrion. Sure DU will be unique, but its not a groundbreaking build system. What is new is the way it will handle player interactions, which wont be demonstrated in a void build system. 

    That's not why i think it be a good idea for them to do it. I think it would bring in a lot of new players and help keep people active while we wait for that beta. Again if its a good idea depends on how long it would take to make.  Also a lot of people do not know voxel building is not a new thing in fact i have seen more people worried that the voxel building will not work then the server technology

  14. I haven't been able to figure this out so far from reading about, but I have a few questions about what it is possible/productive to build/craft.  I understand that constructs seem to be the focus of player-based customization, but will players be able to design/script/modify tools and elements as well?

    This would be very difficult to implement and taxing on the servers. So i do not think so

  15.  

    (Posted Friday 19th of February 2016 on the DevBlog

     

    voxel-tools.jpg?w=680
     
     
    In the past few weeks Dual Universe has been on occasion described as being mainly a PvP MMO. However Dual Universe is so much more than this: it has a rich �Builder� gameplay at its core, which is rather new in the MMO genre (at least at this scale). Specifically, this gameplay is not just a kind of single player experience added on top of a MMO, but takes an entirely new dimension because of the fact that you are building within a MMO that takes the word �massive� seriously. This is a crucial aspect, and is central to the emergent gameplay experience.
     
    We plan to implement the Builder gameplay in the Alpha version (not all tools might be ready though) before any PvP gameplay. We are doing this for 2 reasons:
    - We would like to send a message: our game is as much a Builder Game as a PvP Game.
    - In our game vision, building constructs will be the first brick of the gameplay cycle.
     
     
    Warning: everything said in this blog post is still "work in progress". Development is an iterative process and the gameplay may evolve a lot between now and when the players will get their hands on the game. 
     
     
    Goals we have in mind for the Builder role:
     
     
    Building as a meaningful activity:
     
    Instead of just remaining an end in itself, we want to give to the Building activity a purpose to all the time invested in it. To build gigantic things and just stare at them once they are finished feels like something is missing. If you have played other Builder games, like some people in our team, you might have felt this way. That's why we plan to place the Builders at the heart of the Economy. We want to make them feel useful or even essential to other players. Builders will be able to sell, or buy their creations together with other players to increase their wealth for other purposes. Building activity will, along with the crafting activity, bootstrap the player-driven Economy. And a strong emergent Economy will be necessary to make PvP possible on a large scale. So even for PvP Players, Builders will matter.
     
     
    builders-pvp-players.png?w=760
     
     
    Showing your art to an incredibly bigger audience:
     
    You are an artist for the sake of Art, and you don't really care about making your creations profitable or being useful to anyone. That's fine and even in that case you could still have a solid reason to build in a single-shard game like Dual Universe. Why? If you want to show what you�re capable of to the community, well, in the average Builder game, you will be able to show your work to 20, 50 or possibly a few hundred players if you are on a solid and very populated server, but this is still a small part of the game community. Of course, you have social media to enlarge your audience, but watching a video on YouTube is not comparable to seeing an impressive fortress in game, right? Imagine that in a single shard universe, your creations can become a tourist attraction similar to real life monuments (Statue of Liberty, Eiffel Tower), bringing thousands of in-game visitors just here to see your Art� Well, you get the picture.
     
     
     
    The protection we plan for the Builders:
     
    Building is a very time consuming activity to bear fruits, we are very well aware of this. It is also something many players practice as a relaxing activity. So if a builder wants to build without risking being attacked by a PvP player, he will have the opportunity to do it in non-PvP, secure areas. Right from the beginning, there will be a secure area of several kilometers around the Arkship (the in-game starting point). Beyond the safety of the Arkship, as players explore the universe, we are currently evaluating other possibilities for additional secure areas in the game to protect builders and their creations, as the number of players in game grows and they spread across the universe. We know that each possibility comes with Pros and Cons. Expect the final decision to be announced more or less at the same time we�ll communicate in detail about the PvP gameplay. Here is a brief outline to some safe building zone ideas:
     
    - Arkification Token: the ability to find tokens (alien relics?) for the players while exploring or mining. They could be used wherever the owner want, and will be destroyed upon use. This would then create an indestructible safe area and anything in it become untouchable by PvP Mechanisms.
     
    - Alien Ruins: areas on planets containing lost, deactivated alien technology that could be rebuilt/reactivated by players. Once the area is rebuild/reactivated, the area becomes safe and anything in it becomes untouchable by PvP Mechanisms.
     
    - Virtual Simulator: enabling player to enter a virtual world (call it �inception syndrome�!). While in that virtual space, the player would be able to design any construct, in a completely peaceful setting. This would help builders to design their construct and create their blueprints safely, without being interrupted by any PvP action. For ships, it will also be possible to test their flight mode, without risking a crash or wasting resources!
     
    What about the constructs built in non-secure areas? These will be destructible. We assume what take the most time in the building activity is to design a construct the first time and tweak all the small details on it. Once you have the Blueprint, or a Construct Snapshot with a Repair Unit, it�s only a matter of gathering resources to repair it or reproduce it an infinite number of times. This is the best way to make the PvP destruction acceptable in our opinion, but we remain open to community suggestions!
     
     
     
    The Tools available for the Builders:
     
    We have taken some time to analyze and gather information about what are the strengths and weaknesses of already released builder games. It seems they all fall into two main categories:
     
    Those who have predefined blocks which are easy to take in hand gameplay wise, enabling players to build nice designs quickly but where the creativity is limited, due to the number of different preset blocks you can choose from to build with.
    Those who have voxel tools enabling players to manipulate the world to reach maximum creativity freedom. The drawback is generally that this ability to manipulate voxels is incredibly intimidating and difficult to take in hand for a beginner. While a few experienced players can build wondrous things, the vast majority of players are overwhelmed and discouraged.
    In order to avoid the pitfall from the two genres, we�ve come to the conclusion to get the best of both worlds to appeal to both experienced and novice builders. So yes, in the Alpha, you can expect to have �Voxel Tools� as well as what we call �Voxel Elements�. So, what exactly are Voxel Tools & Voxel Elements?
     
    Voxel Tools:
     
    Deploy/Remove Shape Tool: 
     
    voxel-tools-deploy-remove-actions.jpg?w=
     
    In a nutshell this tool enables the builder to deploy (or remove) a primitive shape, a bit like a 3D brush. Right now it can be a cube, a sphere or a triangular prism. The size of the shape can be resized and rotated. It can be used for deploying/extracting large shapes or for fine tuning those intricate details.
     
    voxel-tools-deploy-remove-primitive-shap
     
    However it will grow in versatility as time passes: we plan to include cylinders, cones, tetrahedrons (triangle-based pyramid), square-based pyramids and many more! 
     
    next-primitive-shapes.jpg?w=680
     
    Line Tool: this enables the builder to create a plain linear connection between two rectangular surfaces that you are free to define. Both the starting rectangular surface and the ending rectangular surface of the volume are defined before deployment: the size of the rectangular base at each extremity is decided by the player with a simple drag&drop movement.
     
    voxel-tools-line-tool.jpg?w=680
     
     
    Smoothing Tool (work in progress): this enables the builder to smooth sharp edges and corners progressively enabling more organic and streamlined shapes to be made. The smoothing action can be triggered either by a click or by maintaining the mouse button to have a continuous smoothing action. 
     
    Select Tool (work in progress): this enables the builder to select a precise group of voxels and save it temporarily (like in a clipboard) or permanently in their Voxel Element Library. The selection can then be reproduced (copy/paste) in the world (assuming the builder has the necessary quantity of material to reproduce it). Note that it only stores the voxel content and not other game Elements (eg Engines).
     
    Paint Tool (scheduled): this enables the builder to �paint� any surface of a construct. In fact, it�s material swapping: one voxel of a specific material is replaced by one voxel of another material. The removed quantity of material is put in the player inventory while the quantity of material used to replace it is taken from the player inventory. We will try to have two painting modes: sharp painting (similar to hard edge painting) and smooth painting (where the material recently deployed is slightly propagating to adjacent voxels, creating a blending effect).
     
    Voxel Elements (or Voxel-based Elements):
     
    Put simply, a Voxel Element is a complex, predefined voxel-based shape constituted of one (or more) material(s). A spiral staircase is a good example of a Voxel Element. Voxel Elements will be gathered in a library. We plan to include more and more complex shapes in this library. The feedback from the community will be essential to know which complex shapes will be the most useful to builders. In the long term, builders will also have the ability to create Voxel Elements themselves, and to save them to their Voxel Element Library. They will also be able to modify the materials used by the Voxel Elements, so if you want a metal stair with a wooden handrail, or vice versa, you will have to simply update the materials attached to the Voxel Element.
     
    Mesh-based Elements (or �Elements�):
     
    As well as Voxel Tools and Voxel Elements there are also predefined game Elements like Cockpits, Engines, Boosters, etc� They bring functionalities to your Construct, and can be attached to your voxel-based creations, setting up their anchor point and orientation. Some Elements will be required to build certain things. A basic flying craft will require a Core Unit, a Control Unit, a Gyroscope, and a few propulsors (adjustors to orient, rockets to fly), but the voxel-made chassis, hull and design of the craft is entirely left to the builder.
     
    Well, that�s all for now. We hope this gives you a better idea about the plans we have for all the Builders in Dual Universe. Don�t hesitate to give your feedback on the forum, if you have any suggestion or comments to make: we really want to have your opinion on this! :)
     
    The Novaquark Team.

     

    whats with the '

  16. In one of the videos the developers mentioned being able to build military and political buildings; when raiding another organizations town, will there be an option to raid their blue prints and resources and sell them for in game currency to build your town stronger?

    From what i understand blueprints are stored in your charter but resources probably.

  17. I'm afraid the earliest we'll be able to play is when the Alpha begins, and that is only available to those who either backed the Kickstarter to gain access to the Alpha or earned it by contributing to the forums and the game. (Such as myself and 49 others) 

     

    Even if you did get access to the Alpha, you're not going to spend your time playing. The point of the Alpha is to allow a few dedicated members of the game's community (who have shown that they want to help) to test the game. To find bugs for the devs to fix, to test out features and playability. To suggest changes and improvements. Alpha's purpose is to improve the game, not for players to get in early and enjoy it. Sure, while you are helping the developers out, you will likely enjoy it. I certainly will. However, I won't be messing around, I'll be helping as much as I can.

    I am not asking for a full game demo I am asking for a part of it a part that from the looks of it is complete enough to show the public. Just the building part nun of the components need to work they do not need to have the planets not even working ships or anything else really just a empty void where you can mess around with the voxel theology something to keep the player base active while the actual game develops. I do not see why this would not be possible. Sorry if i sound a little mad its just that when ever i post a idea it is immediately thrown away.

  18. I agree it would be cool, but I'd rather they focus on getting the alpha and beta released. The only reason people would want to build ships without the ability to fly them would be if they knew they would be carried over into the actual release. They will likely be making modifications to the voxel construction and elements over the course of the alpha so they wouldn't be able to guarantee that peoples designs could be carried over.

    Well that is understandable. But i still think it would be more beneficial then not. We really do not know how hard it would be to make it. It might only take them a few hours but it might also take weeks in witch case probably better to just work on the full game.

  19. Well there will be the beta release. But I dont think they intend to let you keep any designs you make. The virtual build system may not even be hashed out for Alpha, and furthermore bugs will be worked out during alpha for any features that are implementing. 

     

    I think pushing them to create a standalond of the virtual build system early would take development away from the game and cost them funds. One possible route if they chose to do this would be to charge a few bucks for it, like $10, so it pays for the development and possibly gives some funds for the development of the rest of the game. 

    But even still, I would think this would be done after Alpha as they need testers on anything they are putting out. 

    I do no think your getting my point. They need something to keep there community active because at some point people are going to get bored of game play trailers and interviews so they will start to forget the game. It would be worth it because of the amount of players they would save/bring in.  It could also re-insure a lot of people that the game technology works. Charging 10 or so dollars for it is fine with me.

  20. I dont know about any pre-release system for this. But there will be a virtual reality system in game you can go into to build and test constructs before creating them in game. Essentially a god/admin mode for creations. 

    I know about that i was hoping they would be able to release that before the actual game to keep people interested. At the least a dumbed-down version.

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