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Jeronimo

Alpha Team Vanguard
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Posts posted by Jeronimo

  1. what would I do on a ship if I don't pilot it....

     

    If I'm just waiting for my ship to reach its destination, I would entertain myself. The game doesn't need to take my full attention all of the time, do we feel the need for a bus to keep us engaged while we are waiting for our stop?

     

    In Eve, when you set a course that involved a half dozen jumps through safe space, that is the perfect time to grab a snack or make lunch IRL. You could watch a youtube video, read the news, listen to the radio.

     

    Heck you could do the last 3 things listed there in the game potentially. The game doesn't need to force us to do chores and patch leaks to keep us busy while the ship just flies.

     

    so you are satisfied with an EVE like? what dont you just play EVE right now instead of waiting 2 years for an EVE like? 

  2. Uuuhhhhhhh huh

     

    In the same post you stated that this specific mechanic needs to be complex, while also aknowledging that you don't know how hard it will be to implement and for the server to track.

     

    If there is enough depth with other mechanics, there doesn't need to be a complex pressurization mechanic. Space Engineers has complex mechanics, and no more than 4 people can play on a server without it being basically unplayable (in before "its cuz of bad netcode"). The more needlessly complex mechanica a game has, the more it detracts from the primary gameplay mechanics.

     

    Like "sorry the contract and economy systems don't work at all, but this air pressure mechanic is great right" is not what we want to hear.

     

    This is an MMO not a survival game, and air pressure sounds like a survival game mechanic. It would be a really neat survival game mechanic, which is why its complex in Space Engineers, because that is a survival game.

     

    just  see further from whats on your nose

    project yourself, and imagine a second what will you be and do on those space ships if you dont pilot it

     

    and to be honest, read every and each lines of my topic, i dont care about if air is breathable or not, so dont bother make your little noob post

  3. If I remember correctly, JC said if they did do it would be something really simple like having an atmosphere generator element that projects a sphere of air around it at a fixed distance.

     

     

    this is a such a simple answer, as we are in 2016, games whith such simple mechanics will be very fast forgotten

     

    dont forget that you ll build your ship, and its not a premade mesh with already placed detection elements

     

    if your team manage to build a 100m long ship with the control room at the very front, what would help you to know whats happening at the very back?

     

    your ship will be your life, DU offers mainly that, and thats what most people looking for

    so we should expect more from the dev team to make those ships not empty and full of life and interactions

     

    dont care about calculation and servers and blablabla, because you dont know much

    just be more demanding in terms of gameplay since we are far from a game right now and the gameplay concepts is all about that forum pre alpha thematic

  4. Who doesn't love getting sucked into space!

     

    They could probably have something a bit less complex, simply a division between pressurized and depressurized, and applying a ragdall force in the direction of the breech from pressure -> depressurized especially if suffocation isn't a thing.

     

    But this isn't really a physics game, so it might be a comically wacky effect. I'd be game for something like the classic bethesda ragdoll.

     

    or more hardcore like at the end of Alien trilogy where the etire body of the whitish alien get sucked trhough a tiny hole of a window

  5. As far as I know, pressurization/vacuum may not be a mechanic that will be a part of the game. So far we only have characters with their space helmates on, and as far as I know there is no way to take it off.

     

    i didnt mentioned air pressure for that use, nothing about breathable air for players, it would be possible in my theory, but would mean that you put one of my mentionned element, in each and every enclosed space of the ship, to recreate a breathable air environment

     

    the 2 uses proposed are, hull status and breaches detection, and the eventuality to be able to build on moving physic ship (from the hypothesis of this topic)

  6. Question number 5 (Dual Universe Explorers - Live Q&A w/ JC Baillie - Novaquark CEO || 09/17/2016) minute 14:45

     

    https://youtu.be/H9Y0YmqGYDM?t=887

     

     

    Few thoughts and eventual mechanics solutions why air within spaceship would be terribly usefull

     

     

    Considering the eventuality of a normal voxel as Data 1 (solid point), void as Data null (inexistant data, uncalculated), and air as Data 0 (existing point but with no interaction)

    Building a spaceship would be creating Data 1 point clouds within Data null

     

    Air, Data 0, could be spread in a finish construct by the intermediary of a specific element placed within the construct to detect breaches, or enabling voxels building mode on a moving spaceship, from the hypothesis of this topic.

     

     

    In terms of gameplay, the element could take the form of a "red alarm light", each could be renameable, be placed on the ceiling or above doors, and be connected to a display screen element in a control room, displaying pressure status of every rooms this elements are placed in.

     

    The pressure display screen would allow in real time to know the status of the ship hull, and alert in case of breach during a confrontation or a collision.

    A breach isnt a scratch and could involve an opening big enough for undesired infantry within a ship, so why not having by the way the possibility to remotly lock the doors accessing to the room where a breach is.

     

     

    In terms of mechanics, each "red alarm light" elements, would on start of the ship, spread within a room, air, Data 0, and calculate the number of points needed to fill the room.

     

    A breach could be detected when the ship starts, if the Data 0 point cloud reaches the whole construct virtual volume border, then the alarm triggers and send a signal to the control room display, until it is fixed and reseted.

     

    During a confrontation, the alarm would trigger if the calculated Data 0 point clouds is expanding, then the alarm triggers and send a signal to the control room display, until it is fixed and reseted.

     

    When alarm triggers, the element would instantly remove the Data 0 point cloud it started to calculate and replace it back with Data Null

     

     

    I believe it could be one solution how to introduce air within a spaceship, and 2 possible uses for it

     

    But not the only solution for spaceship hull status detection

    (that could also be made with only one element, but less precise, displaying a floating mini 3d model of the ship automaticly built at the ship start, and comparing it with the real time voxels volume of the ship)

     

     

    EDIT: other uses for air condition in space ships

    - breathable environment (the need of air in the gameplay, difference for players between void and air)

    - biomes, and future potential emplementation of farming/planting abilities

    - gravity (affecting air environment but not void ones)

  7. I'll continue to say, I think they should have followed the Eve Online model.

     

    - PLEX does not have to be converted into an ingame item immediately

    - You do not have to be in the same station as your PLEX to redeem it

    - You do not have to bring it into the game to redeem it

    - If you convert it to an ingame item, you can trade it to other players

    - If it is an ingame item it can be stolen while moving it through space

     

     

    Why do people move PLEX through space if they can just redeem them from wherever they are? 

     

    That is a question nobody will ever really have a concise answer to, but it's something that happens and many people suffer the consequences for taking that risk. 

     

    have no idea about Eve, so why is it that covetable if it can be made physical just a second before beeing traded?

     

    so its not about the one who originally has it who take the bigger risk, if it is none, but the one who recieve it in exchange of something else

    so the one who really spent real money on it has poor chances to loose it, but the one who didnt, but found a way to get it, will have all the risks, because not transferable into virtual unlootable good

     

    one fair solution, following your opinion would be to make physical the DAC only after beeing traded once

  8. What does it matter if they can come back within a few hours, completely raze your base and take it all back? Just because they can afford to instantly buy all the resources and rent enough assembly lines by investing into hundreds of DACs

     

    they ll need to know on which planet we come from, from which system

     

    the grotto civilisation is an option to stay eventually safe from a defeat + invasion

  9. Because that is the risk vs reward that works as a balance to keep them from becoming a pay2win item.

     

    The reward for bringing them into the game is potentially making money or trading them for resources or items, the counter to that should be that DAC's should be lootable. Otherwise there is no risk for bringing them into the game and moving them around. 

     

    Without looting it establishes a secondary form of currency that is immune to looting, and creates a store of value that is impossible to attack. Player run banks are effectively going to be warehouses for DAC's now, since it's the only store of value they can keep that is immune. 

     

    They become risk-free ways of moving large amounts of money through the game. 

     

    beeing able to loot a whole fleet you just defeated, disassembling the constructs, gathering elements, looting corps for matters and blueprints, isnt enough?

     

    you little greedy

  10. But a sandbox game cannot survive with those elements of the game. 

     

    There are always going to be those types of players in the game, so trying to go out of the way to stop them will always be an endless battle and would go directly against the principles of emergent gameplay.

     

    Emergent gameplay is not making the game safe for you to play so that nothing ever goes wrong and nobody ever griefs you, emergent gameplay is getting griefed and then coming back with a vengeance.

     

     

    hell yeah we all want that

     

     but why should it involve DACs that directly involve ingame subscription time?

  11. This is one of the big dangers of a game that has not been made yet. People will imagine things to function in a way that was never intended to be in the game in the first place. JC is being very transparent on his vision for the game and communicating clearly when what will be in the game and how certain aspects will work. Yes, the community can influence these decisions to an extent but not to as great a degree as some might believe.

     

    DU is not a Pirate sim to cater only for pirates. Does this decision suck for pirates? Hell yeah. But with many other lucrative pirate targets, it would be a shame to lose players to something like this, even if they are pirates ;) .

     

    plus he mentionned that this would be plan able to have other official physical curency other than DACs, in orders to maybe have some banking structures in the future

     

    so treasures and fortunes will still exist and be a lucrative hunt

    if everyone is friends or partners or allied, there will be an extra of ammunition 

     

    but has it is now, looks like DACs are more creators exchange money, as reward of a month of work on a construct for example

    since the universe creation contributes somehow more than the words of politic

  12. If there is no risk in holding DAC's then they are effectively pay-to-win coupons. 

     

    What balances them out from being pay-to-win coupons is the risk of losing them when you hold them in game.

     

    DAC's should have followed the Eve online model, that would have kept the risk vs reward aspect in the game. 

     

    It's not like Eve doesn't warn you several times when you are buying and claiming PLEX that they are lootable and can be stolen. 

     

    there will be other loosable valuable goods dont worry

     

    if you wanna play money, play THTpoker

  13. ANY scripted objects, from ANY players, would be activated within a certain range, maybe 100km, by ANY  players

     

    Its not if you script something and only your computer CPU will make it work,

    its everyone entering the range of this script will run IT, friends or not, organization or not

     

    So if you are offline with automatic turrets around your house, they will disactivated until anyone enters in the script activation range

    A range that will be much further than the turret action range for sure

  14. I will admit, not being able to steal or loot DAC's is making me reconsider my emerald Kickstarter pledge.

     

    I feel like this decision is catering to the wrong audience for this game. 

     

    think about other aspects, like for example a very recently mentionned topic about LUA, where you could hire (afk or not) mercenaries for your automatic minings and productions

     

    giving you a very strong employment power

  15. YOu are absolutely right on all of your points. But did you read my alternative solution to this. It would protect those "noobs" from this and still allow for dacs to be used within the game as an item that has a risk of being lost. I will let you read my post.

     

    I did read it, when i saw it i remembered someone who proposed that those DACs could be physical and virtualy withdrawn one by one, from your DU account from a kind of ATM, instead of carying them all, all  the time.

     

    But that is still all about game mechanics that lot of people at start wont be aware of

    It was a good idea, if a good awarness is made from NQ at the begining about it

     

    But, imagine you are a week away from the first ATM and run out of fuel or time when you reach the end of your subscription...   Rage!!!?

     

    It could be a way for NQ to keep a perimeter of expansion anyway

  16. How about your game crashes?

     

    During a light speed travel? will you relog alone in the space at same position where you loged off?

     

     

    In the case you precisly described, there is no question to it but yes you might respawn at same exact location that you logged off, and with a smarter algorithm you will spawn at the limit of the land that has been just claimed,  and your ship will be there in the wild.

     

    Probably nothing can stop anyone from building around your ship, walls and ceiling, to troll you, but nothing can stop you from destroying this at relog

     

    What about our ships? (if it is in the wild and you didnt had time to find and and in a secure zone)

    Will it despawn at same time you log off?

    Will anyone be able to ride it and take off with it?

    Will anyone be able to destroy it? Recycle it, gathering matter from it?

     

    Maybe there could be a time (1month, 1 year, indefnitly) before any contructions enters an abandonned state?

    Maybe there could be a claiming disability range around your ship when you logged off?

     

    Alpha will be full of issues and rebounds for sure

  17. if DAC are stealable then it will become a physical curency, so much more than just a pass to the game, generating lust and abuses in all the bad ways

     

    For example new players aware of nothing, carying on a freshly aquiered from a Steam promotion package, 20 Dacs without really knowing what it is, but for them just a 2 monthes subscribtion to the game, and loosing them on the first day?

     

    What would long time players say to this new player?

    - Its your fault, you should have read the 20 topics about on the forum and devblog before playing?

    - You must join us on the behalf of our hole mighty organisation we will secure your future 15€ spent?

     

    This topic is a joke right? 

     

    How would NQ reach 100 thousands players if the 5000 first players from alpha already planning to literrally scare the shit out their pants the  995 000 that will join at realease

     

    Be realistic and stop thinking you are already the Emperor of the Universe, but do compromises for this game to be THE game that will fit a majority not a minority

  18. we ve started multiple topics about damages already, stating voxel damages and elements mesh damages

     

    voxels could certainly be reduce in volume upon damage/scratch

     

    and elements meshes could have an abstract damage condition, detectable by an display element, and why not every elements could have different damages evolution meshes. at 100/75/50/25 % damage the element could switch to a more and more damaged mesh

  19. about your first question, thats a great idea, wireless, radio, whatever

     

    SL had this functions, and were very simple

     

    was just by using the say and listen functions according diferent channels:

     

    //say(channel,ID,msg);

     

    channel:   is a integer from - infinite to + infinite

    ID:   is everyone or a specific list of IDs

    msg: is a string (up to you before to cript that string, and uncript it at reception)

     

    //listen(channel,ID,msg);

     

    common people are only able to read chat on channel 0, but you could also make a device to spy other channels and repeat it in channel 0

     

     

    One big issue, is that scripts are run by clients, so if you are out of range of your scripted listening object/bot, and no one around it either, then it will never recieve the message

  20. I hear you hampius, that will be up to you and I, we can talk with the devs during alpha to get those in DU, these tools might be the default tools for voxel engine. I am so excited about being in the Alpha for DU. this will be the second time im in an alpha, the other one is Star Citizen. Really look at the Full kickstarter video it shows alot of build tools and things we will be able to do while building.

     

    well, apparently this has been confirmed in today's last FAQ with JC, no worries!

  21. This is a kickstarter issue. Sadly this has always be an issue. 

     

    Ask your local store for one those visa cards that you put cash on. 

     

    local stores wont deliver VISA cards, thought VISA is a credit card

    local stores might only deliver debit cards

    not sure... might depends countries

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