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gyurka66

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  1. Like
    gyurka66 reacted to wesbruce in Zombies you're all doomed   
    You're all doomed! I just figured out how to do player zombies in this game without breaking the lore. If early or later game play gets a bit uninteresting and grindy this may spice things up.
     
    Hint defective resurrection nodes. 
    No you won't be a super zombie ... at first.
     
     
    A low tech variant spawns you without a suit, nanopack and nanoformer but there is a build path to making them. Again late late gameplay if interest wains.
     
    I await the dev's comments eagerly. 
    Let the flames begin. 
  2. Like
    gyurka66 reacted to Lethys in NO MORE EVE ONLINE PASSIVE SKILL TRAINING   
    Why catch up when you can do everything without top skills? Newbros are always useful, even with low skills. Old players will always have an advantage.
  3. Like
    gyurka66 reacted to Anonymous in Crypto-Currency ?   
    Don't be so quick to write the idea off - what is DAC if not a type of digital currency, (which is how Entropa Universe operates), and that's not to be confused with crypto-currency. While I believe they (EU) have toyed with the idea of using blockchain to secure and verify transactions - this is mostly because they deal with real wold money in their economy. I for one vomit into my mouth a little at the thought of that kind of game, and I don't believe DU or NQ want to take that path.
     
    However, taking the "bitcoin / make real money" bit out of the equation - blockchain driven markets using normal fake in game DU currency (not DAC's which are just another trade commodity in that sense - i.e. - you DON'T want to make a situation where the game is people mining DU "Bitcoin" rather than having fun playing) would be both doable and cool.
  4. Like
    gyurka66 reacted to Shynras in Crypto-Currency ?   
    Imho that is not a good idea. Why? Because people will get extremely serious about making money out of the game, and if credits have a value irl, people will buy a lot less materials/ships/blueprints, and limit their experience, their fun (and would limit the economy, that is supposed to be a huge part of the game). DU is supposed to be fun, knowing that you're using credits that have a irl value, for everything you buy (that you could have saved by doing it by yourself), is not a good feeling for many. 
  5. Like
    gyurka66 got a reaction from Anonymous in Crypto-Currency ?   
    Well you will already be able to buy DAC for real money and sell it for ingame money(pssst, i think its a bad idea.)
    but we could solve this by you can only buy and you cant sell
  6. Like
    gyurka66 reacted to Hisshadow in Please allow streaming beam weapons!!!   
    I was disappointed when star citizen banned streaming phasers like star trek. Yes they have drawbacks.. dmg to a target is over time vs a pulse or disrupt or which hits for Max dmg at impact.. phasers also cost more energy to fire to keep in the stream going.. but they are so pretty lol.
  7. Like
    gyurka66 reacted to Cornflakes in Space Combat   
    coilguns function fundamentally different from railguns.
     
    railguns have the projectile being part of the electrical circuit.
    you have one rail as conductor "forwards", the projectile connecting them, and then the other rail transporting current back
    with the whole assembly producing a magnetic field that expells the bullet from the assembly.
    the projectile is locked to the rails and has to follow any form the rails have.
    https://en.wikipedia.org/wiki/Railgun
    https://de.wikipedia.org/wiki/Railgun (german wikipedia has a better work principle graph on the top)
     
    a coilgun works differently.
    a coilgun is basically a series of individually switched electromagnets that pull along a (ferro-)magnetic projectile.
    the projectile does never touch the wires and isnt directly part of the electrical circuit
    it can rotate more or less freely inside the barrel assembly
    https://en.wikipedia.org/wiki/Coilgun
     
    what you are describing would be a helically wound railgun, with the rails twisting around the lenght of the barrel working as rifling.
     
     
    and railguns cant work in continous mode, because any conducting element in front of your projectile produces a magnetic field against your movement, removing all forward acceleration.
     
    coilguns on the other hand would make better particle beam cannons as you could use them as high powered and focused MHD/MPD-like "engines" which expell the highly accelerated material in very rapid pulses.
  8. Like
    gyurka66 reacted to TranquilClaws in Space Combat   
    Here are all the things I'd like to see on the battlefields of Dual Universe, whether in space or at your base.
     
    -Weapons- 
    Cannons Lasers Missiles Mines Flak Electromagnetic Pulses (including ion cannons) Railguns Plasma  Rockets Corrosive Cryo Bombs Tesla -Defenses-
    Solid Armor Reactive Armor Magnetic Shielding Energized Armor Deflector Shields Absorbing Shields Stealth Self Mending Armor -Mechanics-
    Cannons require ammo and are versatile yet slightly less powerful than more specialized weapons, coming in all shapes and sizes from automatic rifle caliber guns to large mortars Lasers require a constant input of energy and deal scaled damage over time with energy consumption, distance from the target lessens the effectiveness of the laser and absorbing shields will almost completely nullify it, however any light craft will be devastated by lasers Missiles require more materials to produce and can be intercepted, however they are able to home in on enemies, deal a lot of damage, and be filled with different lethal ingredients Mines are multipurpose bombs left in space or on a surface that can be used for ambush of an enemy, defense against projectiles, drones, fighters, or even restricting the movement of an enemy, the only downside to mines being that they sacrifice other factors for utility such as cost or movement Flak are a subclass of cannon that is more costly for the ability to explode and still deal damage to nearby targets EMP's effectively take the form of any weapon that is capable of disabling a ship's systems if they are unprotected, however, they take a lot of power to fire when emitted directly from the ship (in the form of an ion cannon), the advantage there being that they cannot be intercepted Railguns take a lot of energy and a solid slug to punch through multiple layers of armor and do critical damage in a thin straight line Plasma cannons accelerate a magnetically contained packet of super heated gas that bursts on contact, melting everything it touches, but coming at the cost of a significant amount of energy Rockets are unguided missiles that are cheaper and capable of packing a larger punch than missiles Corrosive elements can be added to any container of explosives for a less powerful explosion but a constant stream of damage over time Cryo weapons work by filling a container with an extremely cold gas and dispersing it into small fissures in hard metals, causing them to become brittle and freeze up mechanical systems, allowing a followup shot of sufficient force to shatter the material, the trade off being that cryo weapons on their own do next to no damage Bombs are powerful explosives that are cheap to produce and only work with the presence of gravity Solid armor is extremely effective against smaller caliber weapons and lasers while not being that effective against piercing, explosive, corrosive, cryo, or melting weapons, with stronger armor materials allowing for higher defense against larger projectiles Reactive armor is extremely effective against explosive and kinetic weapons but is partially used up in the process, allowing a few hits to be absorbed fully before becoming ineffective, meaning that lasers and high fire rate weapons can quickly use it up Magnetic shielding protects against EMP's so long as it completely surrounds the system it is protecting, meaning that any large enough gaps will make that shielding ineffective Energized armor is armor that is strengthened by a stored electrical charge, meaning that it will sustain all damage thrown at it by drawing on the charge of energized armor connected to it (the more damaging the projectile, the larger the area drawn from), weakening itself and the armor from which the charge was drawn from until becoming a very weak solid armor Deflector shields are dome shaped shields that block all types of incoming damage at the cost of a lot of energy for every impact, meaning that large kinetic weapons do additional damage, whereas smaller weapons deal less Absorbing shields nullify energy based damage (lasers and plasma) and conform to the shape of the object they are protecting, effectively reducing the overall damage of energy based weapons at the cost of a constant stream of energy scaled with the percentage of damage nullified Self mending armor draws on a ship's power to mend itself (up to a fixed rate of health regained per second) and is otherwise a slightly less powerful solid armor Tesla weapons fire arks of electricity that, while not so useful against enclosed ships, will devastate unprotected electronics and personnel Feel free to point out any flaws with this and share your own ideas on what features space combat should have.  
  9. Like
    gyurka66 reacted to ostris in Remember Overwatch   
    After spending some time on the Dual Universe Facebook, kickstarter page and these forums I have noticed a lot of very negative feedback about the subscription price model. It actually got me down a bit seeing how many people were saying things like "sub game, I'm out." And i just wanted to say to people who may be feeling a little down about all the negative feedback(The NQ Dev and community manager as well):
     
    Remember Overwatch.
     
    For those that don't know Overwatch got a lot of flak when they announced that it would be $40 pc/$60 console. In fact I was able to find this post from 10 months ago simply by Googling Overwatch overpriced:
    https://www.reddit.com/r/truegaming/comments/3rughx/so_overwatch_will_be_40_am_i_alone_in_thinking/
     
    At the time I remember what felt like a HUGE amount of the player base saying very similar things about Overwatch that are now being said about DU. "Full price for an Arena pvp style game, I'm out." Players saying things like the devs were out of touch, that these types of pvp games are all f2p now,  it should be f2p and players can just buy heroes like every other game. The blizzard dev team knew that hero swapping was simply too important to the games concept to allow for a f2p and buy heroes style game. They knew that to have a good game they needed to sell all the heroes in a package so that teams weren't held back by a player who only owned two heroes and was getting counter picked. In short they priced the game the way it needed to be priced to make the game work. Overwatch has become extremely successful and has sold millions of copies.
     
    I just wanted to say to the dev team if you make a good game people will buy it and pay a sub fee or whatever pay system. Just do what is best for the game and the vision you have for it. To the community and the dev team, if you are feeling a little down, like I was, about the amount of negative feedback just remember that other games have gone through similar problems and come out extremely successful.
     
  10. Like
    gyurka66 reacted to Anaximander in Mass, Density and Inventory management   
    well, in a way, a rocket launcher may weight the same as 400 lollipops, but you couldn't fit two rocket launcers in your backpack due to  1 rocket launcher taking up more space than 400 lollipops I can't math properly I'm not a math doctor
  11. Like
    gyurka66 reacted to Michael_Arclight in Pets!   
    What pets do you want to see! List them here! And guys, a few funny posts is fine - let's not overdo it. 
     
    Personal favorites:
     
    Husky 
    Eagle/Hawk
    Shiba Inu
    Phoenix
    Hedgehog
    Wolverine 
     
     
    A variety of things, one mythical I know, but I couldn't resist!
  12. Like
    gyurka66 reacted to Partiesplayin in Google Play / Apple App   
    Making an app where you can interface with in game chat, View and use the Market on a limited scale. And interface with the guild permissions and ectt..  Live stats anyone you can dream up would be cool.
  13. Like
    gyurka66 reacted to adre693 in Cities   
    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?
  14. Like
    gyurka66 reacted to Anaximander in Arena PVP   
    Player builds a building with lots of cool trap doors and ammo boxes and all that.


    Player rigs the ammo boxes to refresh their content.


    Player adds parameters to enable PvP in the area from entering from opponent directions.


    Boom, Arena PvP. Add a way for people to spectate some bets and start your career as a fixer.
  15. Like
    gyurka66 reacted to Anaximander in actual physical targeting instead of locking   
    Uhm... you can control where you hit. The same way you can control where you put a block. It's the same mechanic. 
     
     
    You control turret, then you click on an enemy ship's part you want to focus fire. Depedning on your distance from that ship and their speed + armor material, you do X damage.
     
     
    I don't understand how you confused that part
     
    You can even have a starfighter zoom around a battleship and dodging fire due to its speed and agility while the starfighter takes out turret placements. :V They said so on the Kickstarter video.
     
     
    Welcome to the world of Active Lock-On. Think of applying an AoE skill in any MMO. Same logic. You "aim" where to lay down dps.
  16. Like
    gyurka66 got a reaction from philux in actual physical targeting instead of locking   
    My problem with targetin is that you cant target different parts on a spaceship so you cant do things like destroying the reactor to prevent escape.
     
    Plus i think targeting should be done like flight control. you should be able to change the script.
  17. Like
    gyurka66 got a reaction from philux in actual physical targeting instead of locking   
    Bad combat can ruin non-combat focused games.
  18. Like
    gyurka66 reacted to MrFaul in How to make Drones part off the gameplay   
    Yup you completely missed my point...
    I have no worries that somebody would build a self replicating army at all.
    That would really a epic thing to accomplish. (but I doubt it will happen, not at a SkyNet scale)
    What I want are constructs that are allowed to stay active even if no one around.
    I don't care at all what it does how it looks or what its purpose is.
     
    But any simulated part put loads on the server. If you want to go the mine craft road the "license" is the equivalent to a "chunk loader" introduced by various mods.
    So clearly you need to set restrictions on that part or the server gets overloaded with "virtual players" because that is a "chunk loader" in its essence.
     
    There will be production blocks that somehow turn one thing into a other ting with a timed delay, that is stuff that gets unloaded when the player is offline.
    It is a simple Time passed / Time it takes to do stuff = Stuff made equation which quickly caches up when the player returns so I don't see problems there.
     
    I see problems with constructs shaping the world while the player is gone. That stuff won't happen because it needs proper simulation in order to work.
    That is my worry....
  19. Like
    gyurka66 reacted to Wicpar in actual physical targeting instead of locking   
    Hello Dualiers,
     
    The plan right now is (according to what i have seen and heard) to have a stats based locking targeting system. it is extremely cheap. too cheap. the problem with it is that the battle becomes more of a dice roll, as can be seen in eve online. You target point blank on a battleship (miss) wtf... these kinds of things are frustrating.
     
    there are tons of ways to contour the problem with kinetic weapons and their delay, the easiest way to reduce performance drain is to handle them like a shell + their movement, it calculates then an intersection on that 4D-ish object (it is in practice flattened into 3D) every frame, not more expensive than having a player. then you can put a limit in the form of reloading time, real battleship shells take 10-20 seconds to reload in best of cases.
     
    besides that, lasers are practically free, but do less damage, and have tendency to overheat so you have to stop them quite often if not reducing their lifespan considerably, and use a lot of energy.
     
    you get the idea of the gameplay implications.
     
    this system would allow to handle all weaponry shots in one container, thus reducing development costs and code base pollution risks.
     
    this is mostly important if we want to make weapons interact between planets and space, as punching a hole in a vessel in space would be ludicrous from the planets surface. and what about 1000mm planet-space cannons, do these not ark? 
     
    in addition to that this system would allow for massive increase in need of good targeting scripts or canoneers (there would be visual aid for players (can be cheaply calculated with raymarching, but  it is relative t the memory architecture you chose for the physics mesh, if there is a phase where it is static in the loop, it may be worth it to do it asynchronously in a separate thread if it is the case)
     
    eve online opted for that system because it uses 1 second ticks, i don't think you work like that, and if it is the case there is no advantage to it except a relatively small amount of computations, as you would have to determine the voxel to break anyway...
     
    and what about people who want a fast fighter with Gatlings? locking would be so unsatisfying, especially if you target a starbase...
     
    but anyway, this is my opinion and my vision of locking may be wrong.
     
    hope you find this idea interresting .
     
    just remember, my point is control vs simplicity (pro control).
  20. Like
    gyurka66 reacted to Wicpar in Aerodynamics   
    i have developed a technique that can reduce the cost of aerodynamics by a lot: take the ship, put an orthographic camera in front of the ship, to point in the inverse direction of the move vector, then draw the ships normals like in deferred rendering. using opencl-opengl cross compatibility, calculate the drag of each pixel and apply that force to a virtual ship construct in opencl memory, and then bring it back to cpu and apply it to the ral object. please note you have to have the center of mass of the ship in that specific camera space to be able to calculate the rotations.
     
    that said, maybe PhysX has better to offer, but i never looked it up and it wouldn't be cross-platform. this is the most efficient way to do it by far, and is done in one draw call. Opencl supports async rendering so you may take advantage of multi threading while waiting on that step. for server calculations, it is a little inconvenient since you need a gpu, but it is worth it, i have worked with GPGPU quite a bit and would be happy to give you everything you can compute on maybe a tesla rack or else. ideally the server would use cuda, it has opengl interop too, and is way simpler and more powerfull to use, and the dev environment is cpp, and nvcc optimises like crazy. anyway, if interested i will be happy to help you.
     
    one other thing: if you do so: do the accurate mathematical formulas(integrations), it's a little more expensive but the difference is massive on multiple iterations... i learned it the hard way is my physics sim sandbox.
  21. Like
    gyurka66 reacted to Gerald_Deemer in How will you prevent people from getting harassed, trolled and griefed?   
    The only way to slow down the space pirates is to punish them.
     
    OK, it´s a sandbox game where everyone can do what he wants. But if a player is a known pirate he should be judged.
    That means no entry into the safe zone, no legal trading anymore and so on.
     
    If you have the "fun" to be a pirate and disturb normal palyers you should take the consequences.
    If pirates and destroyers won´t get punished in some way, the game will fail. Think about it to recognize that this is the truth.
  22. Like
    gyurka66 got a reaction from Mortis in Pollution, Ruining planets   
    I hope large scale industry will be able to harm the ecosystem of a planet. This mechanic would be able to hold back players from building huge industrial complexes. But i know a lot of players completely ignores the look of the landscape so there should be negative effects on Industrial wastelands like toxic air, undrinkable water, no food source ect. This would lead to a Galactic Greenpeace faction on the other hand.
     
    What do you think about this topic?
  23. Like
    gyurka66 reacted to Toecutter in Ability to detect weapons fire   
    hmm, I think this is a good idea, but rather, have weapons give off a signature that your scanners can pick up, the larger the weapon, the more potent the signature, this gives all kinds of options for trickery, such as phony sig generators, "silenced" weapons that produce no or lower signature, and the opposite for scaring the locals
  24. Like
    gyurka66 reacted to Shynras in How will you prevent people from getting harassed, trolled and griefed?   
    There's already no man sky for the carebears.
  25. Like
    gyurka66 reacted to Anaximander in How will you prevent people from getting harassed, trolled and griefed?   
    Well, you can't do anything in open space. It's like how nations in the world can't police the high seas. Sure, you can police a little off your coast as the Coast Guard or something, but you can't police international waters. That's also a part of the sandbox game. Players ned to police those areas. 
     
     
     
    In WoW, I could do a bubbledrop on a rogue as a paladin and nuke them out of existence. Nobody could stop me, I could do that every two minutes and nobody could stop me. Was it harrassing? Yes, but then again, those rogues on my server would gank me the meoment I went to mine a vein. If in WoW that was acceptable.
     
     
     
    What the admins in WoW found not acceptable, was me parking my mammoth in front of the Dalaran fountain and going into the barber shop, having my time changing my hairstyle. In DUAL, those admins that gave me a week's worth of ban off the game, would be players banning me off their city's arkified zone until Kingdom Cometh.
     
     
     
    But what I wasn't ban for, is blocking the entrance to Uldar with some thirty-nine other paladins, just so we can have a lightshow going as of PvP. The Devs in WoW, couldn't prevent me from doing that, as it was a game mechanic, World PvP and my objective, was to not allow PvErs to get in the raid instance.
     
     
     
    You can't ask for a sandbox with partitions in the box like that. WoW was a theme park MMO and had more freedoms than the model of sandbox you are suggesting. And WoW was stale as flak by 2012. Do Arena, get gear, duel peole, spam "git gud" and you did the same thing over and over again. In DUAL, if yo uget bored as a trader, you can try to become a smuggler, as it may be the same thing, but in reality, a smuggler doesn't pay taxes, therefore, they are illegal traders, and by international law, they commit piracy, as piracy is identified any illegal act taking place in open waters.
     
     
     
    You are asking for pirates to not exist, which, would make the game stale, predictable and boring, like WoW ended up with thier Looking for Raid functions and Instanced PvP only.
     
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