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gyurka66

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  1. Like
    gyurka66 got a reaction from 3lonwatt5 in "Super Weapons"   
    It would be a great way to unite people in my opnion.
    If the people of a city or a planet hear that a local corporation is building a city destructing device they would all hop in their fighters and attack the construction site together.
    Like an Elite Dangerous Community Goal but with actual effects.
  2. Like
    gyurka66 reacted to 3lonwatt5 in "Super Weapons"   
    I was assuming it'd be one-time use, for the sake of logistics of the server and gameplay, and it might be cheaper to make a small fleet, but it's supposed to be used tactically, for example if a city is heavily fortified/protected from air attacks and land attacks, the best tactical solution might be send a small vehicle that looks neutral to them, but is actually carrying a nuke 
  3. Like
    gyurka66 reacted to 3lonwatt5 in "Super Weapons"   
    I don't think super weapons should be in the launch version of DU, but in a later expansion, for many reasons.
     
    First of all, I think it should be very difficult to create these weapons if they existed, (possibly a research of some kind?) but for sure the materials to create it should be very rare. For example if uranium was available in the game and was already decently rare, but used for energy production, there could be a special "isotope" of the uranium that could be used as explosives, but is even more rare than the usual uranium. This way not everyone is running around with weapons of mass destruction just grieving. It would take a well-established organization to organize the project/resources to create it.
     
    It could be other weapons than bombs, just using that as an example.
     
    Second thing is, since it's hard to create and probably won't have too much of practical use in the "beginning days" of the official launch of DU, I see no reason that they should work on it before launch and push back the launch further, rather they should wait and add it to a expansion soon after. (in my opinion)  
     
    Also, since they'd be very rare, if it did cause server issues, it would only happen during large or intense wars and when it did happen they could just slow down the time for a few moments and then go back to normal.
     
    (Also this is the first time I've really use a forum for anything, so don't bully me lol)
  4. Like
    gyurka66 reacted to Omfgreenhair in "Super Weapons"   
    I think it -should- be possible.
     
     
    Now now, hear me out: Big projects require massive amounts of resources and high tech research & development. From this alone we can conclude that it's not a one person job, it's highly time consuming and will require a huge amount of currency/resources that also require a massive amount of time to collect. 
     
    Lets say you have a beam-weapon. Just the beam-weapon alone will do base amounts of damage. Implementing an enhancement module will draw extra power. Extra power requires extra power generation, which means more fuel, which-you know I can go on. Point is, you will have to do a hell of a lot of work for a giant boomstick. I don't know about you, but regardless of how big this game is, you're not gonna hide a Death Star. 
     
    Now, take in account that the secrecy of said project is pretty thin, a counter project could be started by rivalling parties not wanting the enemy to have such a weapon
     
    All in all I just find it quite sad and disappointing that the community is not trusted to solve this issue internally. Your city block destroyed because a doomsday device? Yes please! Murder my base so I have reason to build good defences or join a good faction. Destroy my ship so I can learn when to leave harbour and when to stay home. Beat me down so I can get up stronger. 
     
     
     
    Besides these things, consider the following the thing though: why would anyone want to undertake a massive project with the risks mentioned above and the investment "just to blow up the world for lolzies". They won't. If they do it's because they want to be the dominant force in the galaxy, which is simply not sustainable in a GAME (see EvE territorial time lapses via youtube). It would hurt their own user base in the same way as the current modern Western society benefits from NOT going to war with one an other. 
     
    Again, trust the community to solve this issue. 
  5. Like
    gyurka66 reacted to ATMLVE in Please don't make "bland" planets   
    I think what you're saying is that you want bland planets, but what you want is for them to have interesting terrain. No doubt there will be worlds like that; look at the desert planet in Dual Universe, it has tons and tons of rocks, something No Man's Sky has very few of. The unfortunate reality is that, from what we humans can see, which is mostly moons, most other worlds have very uninteresting terrain. However, DU is of course a game!
     
    So aside from that, I personally think its a fair suggestion to request that planets empty of life and atmosphere have a interesting terrain to make up for that. However, I also feel that a mix of all types of worlds should be present, so even worlds that look like our moon should be in the possible generator. So I'm saying your request is certainly valid, I just won't get behind it.
     
    Something to remember too is that in NMS there is a lot of planet hopping, with no looking back. In DU, planets will be colonized together by players and stripped of their resources. All you'll have to do is google "coolest Dual Universe planets" and you can find a plethora of interesting worlds to visit; no worries about that crap rock slate planet, leave it behind and spend your time somewhere better. Because in DU, you'll be better off staying put.
  6. Like
    gyurka66 reacted to FD3242 in Sonic Booms.   
    The client will all ready have all the info it needs to decide if the ship should make a sonic boom. So it would only add load on the client and not even that much.
     
    Edit: It's as simple as getting the ships velocity which the client probably all ready has. Then playing a sound and making some particles.
  7. Like
    gyurka66 reacted to FD3242 in Sonic Booms.   
    "A speed of similar sorts would break the feeling of the game. This is a matter of opinion, but I do think you are wrong on how your thought about travel in DU should be."
     
    I disagree, as you said "This is a matter of opinion". I think that such a slow paced game would be boring. Do not get me wrong I think things should take time and be hard but not to the same extent that a lot of the community wants it will be.
     
    But in the end speed really dose not matter for planets because as I said before "It really dose not matter though because people will just go into space then back to the planet like in NMS."
     
    "Not to mention, the technical limitations of loading objects ate a rate of this magnitude, that would be intense."
     
    Yes that could be a problem, they could lower the detail that things render in the faster you move to fix this.
  8. Like
    gyurka66 reacted to MasteredRed in Sonic Booms.   
    I mean, maybe you can make an illusion that the sonic boom in this universe is lower than the one in IRL, or you could say that the engines will just produce this sound after a certain point due to a mechanic in the technology. I mean, it's not impossible but making this effect as an actual representation of what happens in real life physics could break some things.
  9. Like
    gyurka66 reacted to Kurock in Debate 9: Tech Tree Thoughts   
    Like most things, it's not that cut and dry.
     
    It should be fast/easy to learn the basic skills. This way new people can quickly gain a taste for how the various aspects of the game plays before choosing a specific path to concentrate on. Does this mean you can quickly learn how to create advanced techs? No.  
  10. Like
    gyurka66 reacted to Pang_Dread in Debate 9: Tech Tree Thoughts   
    Well, it is an MMO after all, should be able to rely on help from more than just that one person. Suggesting that it should be fast or easy to learn new skills? Yeah no thanks. Again regardless of skill tree design it is still an MMO and you should have to rely on others to fill in the gaps of things that you lack.
  11. Like
    gyurka66 reacted to Kurock in leviathan npc   
    No.  (for reasons already stated)
     
    However I am all for a large organic life form that roams the stars that people can attack if they so wish but actually is not aggressive.. and have others frown on them because the creature is harmless. Like a whale.
     
    A space whale.
  12. Like
    gyurka66 reacted to Hotwingz in leviathan npc   
    IF anything like this ever makes it into the game, IF.
     
    DU shouldnt compromise for the stupidity of a player. Thats just the way this game seems to be set up.
  13. Like
    gyurka66 reacted to LynkxDev in Just want a assistent   
    I already think on program some drones, like patrol drones, mining drones, carriers, repair drones or just cute pet robots ... 
    To help me on my apace ship factory and also sell them to my customers
    I love to program AI like automatons and watch them playing around  ^.^
    But, besides there is no official position from developers, by reading trends and watching their presentations ...
    it seems that they will not allow us take full freedom of creation when comes to script complex  ships functions
    or crafting drones or robots.. 
    But yes !  I'd love to have this possibility
    I'm with you to make developers notice us!
    \o/
  14. Like
    gyurka66 reacted to Melich in Just want a assistent   
    This isn't a needed at all but I just really love the idea of being able to program some litle flying robot to follow you around. Helping you carry stuff, remind you of apointments, and write down importent conversations. Maybe even that you could leave it to another player when you go offline and they would to get a clear status rapport of on going prodjects.
     
    Sure, the same info could be on a monitor on a drone or in a ship/base. I just like the idea of a little every day assistent x)
  15. Like
    gyurka66 reacted to Hotwingz in All roads lead to Rome. (Or should that be Cinderfall?)   
    Hello everyone,
     
    In the "Player generated content" thread the idea of roads came up. Some ideas whent back and forth leading to a really good idea for a gameplay element.
     
    I should mention it was a group effort and the people who contributed to the idea know who said what. Trying to condense the idea for a dedicated thread I came up with this.
     
    Picture a sqaure element. On all 4 edges we have 2 sockets. As explained in the GDC meet up video, the engine element had an in and out socket. I suggest the same for this road element.
     
    1 socket takes power in, the other out.
    I think with this set up it could be a very interesting addition to the game. The idea is that you link up these road elements to a power source. This in turn activates the passive buff provided by the road element.
     
    It could also be used to connect power between settlements for example.
    NQ could add a passive speed or fuel efficiency buff to the road element. Just let your mind wonder about all the gameplay that would emerge from this element.
     
    Ever wondered how you would find your victims as a robber? Trade convoys would naturally gravitate to using these roads.
    It would lead to all sorts of interesting gameplay. I'm more interested in the immersion it would provide but every player archetype would find some use in these roads. It would also create additional industry and opportunities to create commerce.
     
    I'm not sure what the use would be for the out socket. But I think most if not all elements will work with these I/O sockets. So I wanted to keep the element within established design.
     
    Feel free to add your own ideas, critique or scenario's to this thread. Or perhaps just your support for the idea.
     
    Thank you for your time.
    https://board.dualthegame.com/index.php?/topic/10871-player-generated-content-how-to-bring-cities-to-life/page-1
  16. Like
    gyurka66 reacted to FD3242 in Sonic Booms.   
    Well one of my points was that it would be fairly easy to implement. Edit: At least I think it would be.
     
    It is just another effect. Effects add immersion but they are not needed for the game to work. Are you suggesting we do not have particles or anything like that. I know you are not, GET MY POINT!!! 
  17. Like
    gyurka66 reacted to yamamushi in Navigation and Exploration Mechanics   
    While I'm aware that there won't be actual orbits in Dual Universe, I've been playing Hellion quite a bit lately and I've grown fond of its navigation interface and mechanics.
     
    Which has me thinking about Dual Universe, of course...
     
     
    We haven't been told much about exactly how the mechanics of navigating to another planet or solar system might look, suffice to say I think we've heard more about the technological mechanics than the interface itself.
     
    I think it would be a noteworthy addition to Dual Universe if the interface for determining where you are going to arrive when you set out at warp speed for a planet or new solar system, operated in a similar way to the navigation interface of Hellion.
     
     
    To illustrate what I'm referring to, here is an image with labels for the various parts of the navigation interface:
     

     
     
    It would be an interesting way of determining where you are going to land after you exit warp and would give navigators/pilots a bit more flexibility. It would also give a way for large fleets to organize on a specific position in space.
     
    I was also thinking that this could play a part in how solar systems are explored and plotted out, wherein you would need to either put a probe into an "orbit" (not really an orbit because the game won't support that, but for illustration purpose, we'll use that word) or yourself, then initiate a scan of the surrounding area. 
     
     
     
     
     
  18. Like
    gyurka66 reacted to JNDuval in Rogue AI   
    I would definitely like to see some kind of AI enemy that shares the universe with us. The "AIs" could be player designed ships or bases that have been abandoned for a long period of time driving the ship's AI to malfunction with catastrophic consequences. They would be hostile to everything organic and squishy so it gives the players that want to be moral a way to experience combat and boarding without needing to harm other players. Eventually there could even be fleets of these ship traveling through the universe like some kind of cosmic natural disaster to anyone that can't properly defend themselves. To stop this force of nature a military Org with sufficient firepower could be hired to deal with them, in other words a Raid created by players and destroyed by players. The frequency of these raids will be rare due to the method in which they are created, but if this process is too slow the Devs could implement the ability for AIs to capture the ships of their fallen enemies.
     
    I know the Machine vs Creator card isn't the most original concept in Sci-fi, but I really think that this could be a good fit i Dual Universe since it would all be player-made, it gives purpose to an Org's military that isn't the small threat of pirate attacks or the full-scale Org v Org war.
     
    Let me know what you think about this topic, I'd love to flesh this out a bit more.   
  19. Like
    gyurka66 reacted to Lord_Void in Post-Meet Up Thoughts   
    So as most of you know there was a small meet up and livestream with JC tonight. I was there with a few other people and got to chat with JC and see the version of the game they currently have.
     
    While I was already very excited for this game, and confident about it's future, I am now doubly excited and confident in this project. For so long this game has been nothing but a few trailers and a forum to me, so to finally see it in person was incredible. The game was not perfect; there were some bugs and moments when things did not quite render properly (really they just took a moment to load in) but the sheer immensity of the game and the moments that created were astonishing. Watching the sun peak over the horizon, and the shadows being cast by objects in the world. When JC got lost flying between worlds. Zooming from the surface to orbit and then back to another point on the surface. Pointing to a spot in the sky and then flying to it, only to discover a whole new planet with entirely different terrain. Looking at an island from space and then Zooming in on it to see just how big it really is.
    There was moment in particular that struck me: JC was showing us Alioth from orbit when suddenly a large dark spot started to move across it. It took a moment for us to recognize what was happening; there was an eclipse going on. For a game this early in development, the world already feels quite vivid and immersive, and I'm sure it will only get more refined as time goes on.
    JC himself is also quite fun to talk to. His enthusiasm for the game is quite evident and his passion is contagious as I could not help but get more excited the more I heard him talk. He is both the dreamer who dreams big, and the realistic one who can make those dreams into a tangible reality. This game could have no one better at the helm than him.
    Having seen some of the backend technology that runs the game, I can attest that this game seems to be literally built for success. It's built to deal with the challenges of a single shard mmo voxel based game.
     
    In summary, NQ believe in their project and they care about their community. The biggest thing that strikes me is their openness and honesty; the way they present their game is sincerely genuine. They truly believe in DU, and that makes me believe.
     
    Dual Universe is going to be amazing.
  20. Like
    gyurka66 reacted to Atmosph3rik in Engine intake and exhaust considerations   
    What if thrusters created a damage cone that affected the ship itself.
     
    That way you could hide them but when you used them it would blow a hole in the ship?
     
    If they caused damage to other ships too it could create some interesting combat.  
  21. Like
    gyurka66 reacted to Haunty in Engine intake and exhaust considerations   
    Example: one thing I don't like about Space Engineers that breaks immersion is that you can cover the intake of an atmospheric engine without any negative effect. Also you can completely enclose any thruster inside of a ship.
     
    Would it be possible to not allow this on constructs in DU?
  22. Like
    gyurka66 reacted to Caprikel in Some Ideas Relating to PvE   
    I'm sure there have been previous posts about PvE, but I want to share some of my ideas as to how PvE could work in Dual Universe. 
     
    So in one of the early Dev Blogs, JC mentions NPCs in this quote: "
    At this stage, it is not clear if we will have enough time until the alpha to implement NPC animals to come and bother you during the night, as well as serve as hunting preys. But that’s the idea, because you will need to feed yourself, and the nanoformer cannot make wood-based lunch for you!"
    So based on this, it's clear that JC plans on the game to have a survival aspect to the game at some point, where hostile creatures will bother you in the night, like in Minecraft. I thought about how the PvE system would work if it was the same as it is in Minecraft, but the system of monsters spawning anywhere the light level is low wouldn't fit well with Dual Universe at all. Having monsters spawn in your skyscraper just because it's a little dark would be a huge annoyance, and would ruin the immersion that Dual Universe creates. 
     
    So instead, I was thinking that hostile creatures could instead only be spawned in certain locations where a specific monster spawning block is generated. For example, this could be a giant nest that spawns a wasp-like creature that attacks players if they get too close to the nest. I think it would be interesting if these creatures behavior varied based on the species. For example you could have creatures that are extremely territorial, but are neutral otherwise. For other creatures, they could roam in packs like wolves, and attack anything they find. 
     
    I think hostile creatures could become pretty important in various aspects of the game. For example, it creates an incentive to build shelters to survive the night, to build cities with walls protecting it, to create turrets to defend from monsters. It could also create a whole new profession, monster hunters. Maybe the game could spawn a nest of hostile monsters every couple weeks that creates a problem for a vulnerable settlement. These settlers don't have a group of powerful soldiers to eradicate the monster nest, so they hire a group to hunt these monsters and destroy them. (It could also create situations where you find abandoned towns due to monster infestation, which I think is pretty cool.) Also monster nests could be used as a rare material that's desirable, so monster hunter groups could also just hunt monster nests for the sake of getting the rare resource from it. (And of course the monster themselves could drop something somewhat useful, like food to help sustain the hunt.)
     
    Of course, many issues arise from this system. For example, there needs to be a system that prevents a planet from being covered in monster-spawning nests, so maybe it could be limited to spawning within a certain radius of players. Maybe the higher the density of players in an area, the more powerful of a monster spawn-nest is created. Another issue is making sure there isn't too many monsters, so you obviously don't want the monster nest to continually spawn monsters that flood up the game, so as long as the monsters despawn when players aren't around, it should be fine.  
     
    So what are your guys thought? Assuming there will be monsters eventually, what kind of system for monsters do you want Dual Universe to have? Also, what kind of hostile creatures do you want to see that would fit well with the lore of Dual Universe?
  23. Like
    gyurka66 reacted to Violet in Racing Gate Elements   
    This sound like you are overthinking it, if there is a race and its a reasonably serious thing you have a race martial supervising, you don't always need a technological solution to everything.
     
    If its a casual thing then you use the honor system
  24. Like
    gyurka66 reacted to Ripper in Racing Gate Elements   
    Racing...
     
    You could script a solution with sensors, but I believe there's a couple problems with that.
     
    1. The track could be very large, so staying in range of the "start/stop" gate in order to keep the LUA timer active may not be reasonable.
     
    2. A scripted solution would run on each players PC. Opening the possibility of cheating.
     
    3. How does the owner of the race track keep a record of individual times, if they're ran on other players computers?
     
    If NQ developed "gate elements", all of these concerns could be addressed at the same time.
     
    Plus, with combat possibly not being in the initial release, what else are you gonna do?
  25. Like
    gyurka66 reacted to Anaximander in SINGLEPLAYER?   
    I bet someone will end up being so solo on his gameplay, that they'll effecntively be ghosts in a forest, like, "That Crazy Dude" that lives in the forest, attacking any and all tresspassers.
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