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gyurka66

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  1. Like
    gyurka66 reacted to mrjacobean in Bounty System: fun, fair and less abusable   
    Who does the tax go to? Wouldn't this remove money from the economy if it goes down a drain (since we have a fixed-ish amount of money in the economy)?
     
    Surely you don't lose a contract unless a target is terminated or you abandon it. Also having the number of other hunters hidden would make it so that the hunters are cautious about how leisurely they would hunt their target.
     
    But the hunters already lose out by not getting the bounty, meaning it was a waste of time. Why would you take more from them?! There is no penalty from having more hunters, so why penalise having more of them?
     
    I believe that this would drastically reduce the amount of 'official' bounty hunters in game and therefore make the official bounty system useless, people would just do it through unofficial channels which would have no guidelines or enforcement.
  2. Like
    gyurka66 reacted to Cybrex in Euclideon engine for Dual   
    Allow me to interject here with some tech talk.
     
    You can't use this wibbly wobbly engine when NQ are already using a wobbly wibbly engine. It'd be like starting from scratch with a wizzle fomple. Besides those very radioactive apron machines (VRAM) can only put out so much eye magic, so I mean, not even a possible thingamabob here. Ya feel me?
     
    So what you're asking NQ to do is like cramming a flibflam in to a Pom Pom Knapsack. It just can't happen.
  3. Like
    gyurka66 reacted to RockyButtclench in Bodyarmor for People   
    Be advise, I am not very good with words so bear with me, I will try not to ramble.
     
     
    At release, I would be ok with there just being one or two armour styles, I think the idea of there being suits for hostile environments like a vacuum and one for in atmosphere is a great idea. However, I feel that just having those four armour types will be too restrictive. Let me explain what I would like to see, I would like a system where you should have lots of different armour pieces for a full set of Armor. So here is a list of all the armour pieces that I would like to see:
     
    -Chest piece (need to craft/ manufacture a chest plate and back plate and combine the two to make the chest piece, should also be able to put certain subsystems into the chest piece e.g. a battery to extend the life of your torch and or other sub-systems that require power like an air tank for hostile environments) will be one of the biggest pieces and be what takes most of the damage as it is a bigger target for people to shoot at.
     
    -Shoulder pads- I believe that these are a very functional piece of armour not only for defining rank within the military but also for showing what faction you are a part of (that is if they add in the ability to customise armour)
     
    -Arm (upper arm and fore arm)- these pieces of armour can also be used to show rank and faction.
     
    -Hand/ Gauntlet- there could be a subsystem that allows you to punch harder due to robotics or something. A possible subsystem is thrusters on the palms for manoeuvring in space (like iron man).
     
    - Lower torso (covers stomach)- Protects the stomach while having the armour for the upper body in two different parts for greater flexibility.
     
    -Thigh and shin- purely for protection hopefully can be painted for greater customisability between similar armour styles. Possible subsystems include thrusters for manoeuvring in space and jumping higher on planets.
     
    -Knee pads- also for protection and looks
     
    -Boots- can possibly provide protection from I.E.D’s I’m sure people will rig up with the sensors and some form of explosive.
     
    -Helmet- can hopefully be fitted with subsystems like a targeting computer to make aiming from the hip more accurate (like clone and storm troopers in Star Wars) as well as have life support built in as an option.
     
    It is my hope that you will be able to use the alloys that you research to make your armour so that it gives them different properties and protection.
     
    Of course, the heavier the armour the slower you should be, but I also think that for example if you don’t have any armour on your legs then your running speed should not be affected noticeably but your jump height would be lower than if you had no armour on.
     
    I have not seen a system that works like this before in a game like dual universe but it is something that I really want to see.
     
    Sorry for writing such a long post but to express my ideas i had to make the post as long as it is. 
     
    520 words if you were wondering.
  4. Like
    gyurka66 reacted to bastanold in Player-based Wide Open Research   
    I was remembering the old paper and pencil RPG games and how some of them had mechanics for researching technology and inventions. There was a difficulty level that had to be determined from the rulebook's outline and what followed was a series of rolls over a set amount of time. The tech or device would be completed after all the rolls had been successful through all the steps.
     
    How could that work in DU? Well, Novaquark would have a team/person who would evaluate player proposals for research or invention. Interesting(and possible) submissions would be reviewed by the Novaquark team in terms of code and game impact. If the item could be added with an existing class/object and the idea added to gameplay in an interesting way, the proposal would be approved and the player would be given the requirements to successfully research the tech/device. That player would own the recipe as well which could end up being quite lucrative in-game.
     
    Granted, this means of open ended research in the game might be a rare occurrence, but knowing that there were things out there that could be player-designed would add to the whole voxel-building theme.
  5. Like
    gyurka66 reacted to Lord_Void in A Partnership   
    As much as I would love the graphics and realism of Star Citizen mixed with the freedom and customization of Dual Universe, they aren't very compatible from a development standpoint. Star Citizen is based on highly manicured content created by the developers, whereas DU is based on systems that allow for players to create everything. They are both good approaches, but they have different pluses and minuses. For SC, the devs can ensure that everything is high quality and works together well but there is not the same amount of content and there cannot be the same level of player customization. For DU, there is way more potential content and players can create and do almost anything they like with a very high level of customization, but the devs cannot ensure that everything follows the same design scheme (like flying penises for example, or cube ships of death), and there is a greater potential for things not quite working together perfectly. 
     
    Both are good, but they are different. 
  6. Like
    gyurka66 reacted to BliitzTheFox in A Partnership   
    I'm sorry, we want this game to actually come out.
  7. Like
    gyurka66 reacted to LynkxDev in A Partnership   
    We know its a foolish dream .... but imagine  rrssss

    Star Citzen its great on ships, realism, mechanics, graphics, fly simulation...
    DU will be great at game-play, freedom, market..... 

    I'd like to have time to play both  

    T.T
  8. Like
    gyurka66 reacted to El_Nadie in Use of camera devices   
    What about having static video cameras? I made a fast check on forums and dont see anything about that; I saw some post that talks about use cameras to control gunturrets and so but I dont refer to that.
     First of all I have to say that I dont know if it already exists in other games or how hard would it be to implement it so I will throw some ideas:
     
    - The core of this idea is to have a static device that bring you images or vision of a zone. Not recording video, just real time video.
     
    - There would be a pure device who would be linked to a static core and drain energy and computing power from it to work, just like a surveillance closed camera system. Only could be linked to Static cores, not to Dinamic cores. Intended to have vision of a gate or your own base when it is attacked and you are far away.
     
    - The other would be a portable system that works with batteries, they are stationary once installed and have a limited radio fo emision. They are intended to bring you info for example meanwhile you are focused mining an asteroid in a dangerous zone bringing you time to run away.
     
    These devices, and mainly the portables ones, may be easily spotted and vulnerable to any kind of atack.
     
     I see that idea could derivate in George Orwell's planets or be used to make mechs driven from a secure spot. Cause of that I will make enphasis in the static part But my idea is to keep it stick to this 2 devices.
     If it is so hard to achieve I thought that a device who send you reports when someone go through his action radius would be enough.
     
    Ideas and/or thoughts?
     
    Regards and have a nice day.
  9. Like
    gyurka66 reacted to Shynras in Ideas for collision damage   
    Since it was a discussed feature on youtube (April devdiary), I thought we could give some ideas for it:
     
    Last official statements about the subject:
     
    -We are currently considering different possibilities for collision physics. The defining factor in the choice will be how much stressful server-side it will be in a large scale situation with hundreds of constructs. For now, it's just a bumping effect.
    -We are keeping in mind the "ramming-centric griefing" as an issue we want to avoid. We can understand that it could be something fun in a RTS game like planetary Annihilation. However, in a MMORPG, such gameplay could be really problematic because it's unbalanced. If we implement at some point (and that's a big "if") the collision damage, we will consider an idea that should prevent the abuse of such issue.
     
    The objective of this topic is to discuss ways to have collisions without stressing too much the servers. A few basic ideas:
     
    1)Collision damage requires works only after a certain speed threshold (like, only collision happening with a relative speed higher than X (fixed amount) generates damage). This would reduce by a lot the amount of collisions happening (lag, and so on), since X needs to be high enough so that only construct that are built by design for that purpose (high speed, so mostly small ships) can cause damage. This also prevents you from causing damage to the ground or other nearby construct when you land or when you move close to other entities (since most of those activities happens at slow speed)
     
    2)A special voxel is able to cause damage, while other don't. This voxel has some drawback (like high weight or cost) so that it's not on every construct and doesn't start a demolition derby. Those specialized ships will just have some of those voxels on the front. When this block deal damage takes back a portion of it, so that you can crash a couple of time on your opponent before it becomes uneffective. 
     
    3)A cooldown on each construct that prevent multiple collisions in a small amount of time to happen (when you crash into a ship, usually you hit that many times). But this requires collision to have a bigger effect, otherwise would get unconsistent. This would reduce the amount of collisions, so the load of the servers (not sure if it's enough), would work on any ship but it is kinda wierd: players would need an unimmersive cooldown counter, and what happens when your ship is on cooldown and your opponent's is not?
     
    PS. sorry for the white quote, but it happens everytime i copypaste something
  10. Like
    gyurka66 reacted to LynkxDev in Robotics/Battle Droid   
    Hey !! , I totally agree with you  \o/
     
    I love to program AI and see how far i can push to create automated very smart drones, i think is a valid game play style.
    So i could have a fully automated factory and mining plants etc.... and then could spend my time on RP and making friends on MMO environment.....
    I'd totally love that the sandbox game give us the ability to fully program great AIs......
     
    But... DU community don't think so,
    so i think we will not see here great automation or programing freedom to make nice friendly drones or support robots.
     
    In other games, people have beasts, demons, unicorns or w/e the flipping flak those Lolli classes in Korean Trash MMOs have these days, those things that are a crossbreed between hentai-echi tentacle fiends and the Flying Spaghetti Monster itself. Mental breakdown aside, what I would like Robotics to be, is having the ability to control a certain type of Robot "pet". I Agree (strange no)... I hope we can create a small droid pet, with our own design visual characteristics, from a cute Cat bot (like on EVA Movie)
    to a Corean elven Loli,  (Like Chiii, from chobits),  that we can program simple commands and his behavior at least... 
     
     
     
     
     
    PS: My evil dream were to program a colony army of boots, that travels trough the universe working as colony, grouping in swarms , attaking, looting and self replicating, I'd become a mad scientist villain, while my creation becomes a nice antagonist in the game world.
  11. Like
    gyurka66 got a reaction from Stig92 in DU Religions   
    All hail the Random Number God.
     
    "God does not play dice" Albert Einstein.
  12. Like
    gyurka66 reacted to Anonymous in DU Religions   
    So, in DU, there was a pre-SKiD online game called SE where people got so addicted to it they actually started worshipping the gods of that game in RL, and have bought thier beliefs to Alioth.
     
    Seems legit. Certainly no less believable than RaptorJesus.
  13. Like
    gyurka66 reacted to Shynras in Construct Mining or drills for ships.   
    DU is not similar to SE, I don't understand why people keep comparing it. The best way to describe it is "Eve Online with Minecraft features", and it's way different than "Minecraft with Eve Online features". I'm saying that even because I'm afraid someone could get the wrong idea about this game.
     
    Regarding Op question, mining elements that you can mount on construct have not been confirmed. I think I heard them saying something like "maybe, as long there's a player manually mining", that considering their vision about the game, it's a realistic assumption even if I remember wrong. As long as it doesn't break the game, they'd like to add everything (following a list of priorities though)
     
    Mining with a ship would consume more energy (if you'd mine more than by hand), the equipment is expensive, it's more risky since your ship is valuable and mining is mostly a pvp activity, so there's no need for further balance to reward the "by hand" mining players
  14. Like
    gyurka66 reacted to mrjacobean in Construct Mining or drills for ships.   
    As long as they are elements that cant be automated, I see that there is nothing wrong
  15. Like
    gyurka66 reacted to Lord_Void in DU Religions   
    People are going to do what they are going to do. 
     
    There seems to be a lot of threads lately with the theme of "Should we allow [insert play-style / interest / group of people here]?"
     
    DU is a sandbox game, and in my view, any group of people with any views or interests and any play-style should be allowed so long as they do not violate the rules of the game (TOS, EULA).
     
    Edit: I realize that the thread was likely not started with that intent to try and "disallow" anything. I was referring more to some of the replies.  
  16. Like
    gyurka66 reacted to yamamushi in DU Religions   
    Pretty sure I started the first DU Religion, https://community.dualthegame.com/organization/the-order-of-meru
     
    And the second, https://community.dualthegame.com/organization/raptor-squad
     
     
    So the response to your poll "If you answered the above, do you have a DU Religion?" doesn't have an answer that is applicable to me. 
     
     
     
     
    If I were you, I would avoid trying to make blanket statements like that, unless you want the thread to turn into a toxic mess. 
  17. Like
    gyurka66 reacted to Veln in DU Religions   
    Wouldn't in-game religion just be a roleplaying/lore thing?
     
    I don't think there should be any game mechanics made specifically for it, but if people want to RP and write stories on the topic that's fine
  18. Like
    gyurka66 reacted to Hades in DU Religions   
    If a player creates a religion/cult in the DU... there's nothing to stop them.  Except combat of course ^^
  19. Like
    gyurka66 reacted to Timevdo in Medical Science/Farming in DU   
    The idea of farming, food and water as a survival mechanism in particular, has come up a lot in the forums. I personally think needing to eat/drink to survive would add little more to the game than a little bit of realism and a lot of really frustrating scenarios: For example, you are a explorer mapping the surface of a planet, you are making great progress but - BAM - you run out of food, and all your great work is lost! Besides, not needing to eat as we know it could be possible in a world with nanoformers and FTL travel.
     
    What I suggest is that farming and consumables be in the game - but not be essential to survive. My Idea how this could work is medicine. A player could devote their skill tree to go and learn to farm various herbs and crops to make medicines and similar products, which could heal you or boost certain stats for a period of time. For instance, you could get injured in the game - either by accident, or from surviving an attack of some kind. You could either (A) wait for your health to regenerate very very slowly - or go to a clinic and buy medicine from another player to heal yourself quickly. This would add a great dynamic to the game -  both in the way of career options and the economy. Perhaps different medicines are needed to heal different sorts of damage - you would need a different treatment for surviving a spaceship crash vs. getting shot with a laser. There should also be negative "status effects" - like radiation sickness, for example. You could either wait until you recover or die/respawn, or you could get treated with some medicine/consumable. This idea would add a great dynamic to the universe, and add the need for hospitals and doctors in player-built settlements.
  20. Like
    gyurka66 reacted to AccuNut in ADVANCED DIALOGUE SYSTEM   
    A couple things I would like to see would be:
    -Ranked Communication
    -Attempted Communication Alerts
     
    What are those? Honestly just terms I made up, but they do describe the concepts pretty well, as you will see in a minute.
     
    Ranked Communication: when you join a group chat, the group leader can assign a Communication Rank to your transmissions. This would be determined by how important the Group Leader (Captain) feels your comms will be based on the position you are filling. Higher-ranked comms will override lower-ranked ones. So instead of hearing:
    Captain: "Pilot, bring the bow twenty degr..."
    Engineer: "Sir! We've lost armor on the..."
    Captain: "I KNOW!! Pilot, twenty degrees left bank, full reverse thrust!"
     
    You would hear:
    Captain: "Pilot, bring the bow twenty degrees left, full reverse thrust!"
    Engineer: "...wer cargo bays exposed."
    Captain: "Engineer, repeat transmission."
    Engineer: "We lost armor on the left side, lower cargo bays exposed."
    Captain: "10-4 Engineer, we've got it covered."
     
    Yes, I realize a crew should stop talking/not interrupt the Captain anyway, but in the heat of the moment, it might happen. It would also allow for more important messages to be relayed over less pressing ones, and not just from the Captain. The Engineer might override the Weapons crew, who override the Cargo Specialist, etc.
     
    This goes hand-in-hand with the other concept: Attempted Communication Alerts.
    Attempted Communication Alerts are signals. They could be audible, visual, or both.
    Basically, the Captain could assign alert tones/visual alerts to each position on the ship. Whenever a position attempts to talk while a higher-ranked position is transmitting, the transmitting position receives the alert, and knows someone else needs to speak too.
     
    I realize this was a long post, but hopefully it wasn't too boring.
  21. Like
    gyurka66 reacted to calewars in Expanding The Market   
    This is Elector Cale(wars) bringing up some economics again.
     
     
    Lets say there was a DU mechanic where you could model small objects like a bobble head. You could sell them by producing them on the DU player market for fun and make profit. Instead of modeling with blender and having so much more mechanics to have to add and deal with. Why not make a in game model system similair to blender? Lets say you had 1 block worth of material to sculpt something. If you wanted to sculpt something that was the size of 10 cubes it would take 10 cubes from your invintory. Once one if made you could save it and it could be made with small factory units or it could be super scaled with more materials. Instead of having to use blender, skecthup. or something to that sort and go through the trouble of uploading it through the market. This could also bring more mechanics such as modeling chairs or tables maby even some sort of lighting systems to sculpt or buy. These would be able to be placed for decoration mainly.
     
    Some might say its a stupid idea and its usless. In real life toys are usless. Theres no point for toys or bobble heads. We do it for fun, or just to make a profit off of people who like stuff like that. People are doing this Now! People are already modeling various ships for dual later on. You can find them on various posts.
     
    If you liked this idea find a Opean Federation post off the community and give them a like!
    Even follow us on discord.
    We offer many jobs!
  22. Like
    gyurka66 reacted to Anaximander in Americans VS. Everybody else (See: Imperial VS. Metric)   
    Let's all measure speed in Laden Swallow airspeeds.


    "How fast is your battlecruiser going?"

    "About 150000 Laden Swallows."

    "African or European?"
  23. Like
    gyurka66 reacted to Lethys in A Advanced Organizing system for players or Roster.   
    That's why there is the RDMS. Find it in Rules and announcement subforum. That's exactly the toolset for creating those roles, rights and ranks
  24. Like
    gyurka66 reacted to Kurock in Taking loot to the cleaners   
    It has recently come to light that with RDMS players will be able to lock others out of using equipment and most likely elements. Without the correct rights, those items become unusable.  
     
    But this raises a concern from the pirates: "Oi matey! How do we use the stuff we work so hard to steal? Those skull and crossbones stickers won't pay for themselves."
     
    My answer is: Sorry, stolen items cannot be used. At least not yet.
     
    This is the idea: Loot laundering and the DU equivalent of a chop shop. A place for pirates to take their ill gotten gains and have it "cleaned".  Have the tags removed and have the equipment/elements made ready to receive new tags.  But this should not be an instantaneous action.  This is a process.  A bit like hacking but with less finesse and it takes a bit longer and requires some machinery so that it cannot simply be done out in the field.
     
    Perhaps a special element that strips away tags on the items/elements placed in it. Perhaps a specific player skill. Perhaps a combination of the two.
     
    Discuss!
  25. Like
    gyurka66 reacted to Ripper in Taking loot to the cleaners   
    I really like this idea.
     
    Or the pirates can sell the loot to the shop at a discount, and have the shop hack the item and resell it for profit.  The pirates can also purchase "clean" items at the shop as well.
     
    This creates an entire market for hacking skills.  Excellent idea.
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