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Kytheum

Alpha Tester
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Posts posted by Kytheum

  1. Too hard? Lmao... What? No one has ever said that while playing EVE online or WOW... What's so hard about holding a key while you talk? You'd have to do the same thing if it were integrated into the game. And what contact info would you need? All people would have to do is use their in game name in discord and log in. If anyone thinks that's hard then that's just a characteristic of laziness.

     

    So a bunch of people who committed a crime will sit there and follow your directions to join a discord server? While you give them permissions to enter your room. Even if you're made a channel for your entire goverment. getting people on it so you can warn them is a bit difficult. Also, this can't be compared to EVE or WOW. they are both MMO's yes but Dual Universe allows people to create a massive government which can house possibly thousands of people. And getting them onto a discord server would be difficult. The easiest option in terms for communicating to people in such a situation would be to approach them and hold down a key while you inform them. Rather then hoping there on your organisations discord to find there not and then sending them a link in game which by that stage it would have been easier to type the message.  

  2. yes but copyright laws are sketchy and Disney has some good lawyers (not that im that worried, they probably only go after people making $ of their copyrighted material). Every time a motorola "droid" phone was sold Disney made $.  I used to do the same thing, until we got "yelled" at by the community. But we have done our best to stop. 

     

    Anyone can be sued for anything. It's just how well you can avoid it. Disney and Especially star wars is a massive community and Disney loves that. They seem to be fine with Fan art and creative uses. Do you see Youtube videos with Star Wars content getting stuck down? No does fanart? No, do FanClubs? No. But they are very touchy on the Subject of Star Wars Games. Since they signed a deal with EA. Any star wars Game must be made by EA. And EA is very tight with image use. So in a way using Star Wars content to a degree should be fine as long as it's not saying "Look here this is Star Wars!". NQ doesn't want EA knocking on their door. So I think that's why Star Wars imagery in gaming areas is very risky. 

     

    Also remixing Images like Leonis seems to be fine I wouldn't touch Star Wars, but using Imagery from Google images and giving it a touch up like i do like My signatures and my Information panels should be fine. usually, the artists that produce them are happy to see them be used. Or they simply don't care.

     

    Anyway. The Empire is pushing itself away but it did use the Empire as a template and we like to keep a bit of the Star Wars feel. That's why there are a few Star Wars ranks and why our ship designs are transformed look-alikes of Actual Star Wars ones. IN my head Dual Universe is a Canvas and anything made in it is Fan-Art like using Photoshop. 

  3. I am not against the terminal but I don't know how it would be possible. An OS into the ship... Maybe a pre compiled coding library but not an entire OS. For the wireless exchange I'm good. During the meeting the team talked about drones circling massive stations or ships, so it will be possible to make (drone with cameras too maybe).

     

    OS as in something like Computercraft. (Minecraft Mod) It acts like MS-DOS and allows you to create files. So you could have a startup file hat executes a command on startup. 

  4. Eh, I don't really think that kind of thing is necessary. I think, especially from a roleplaying perspective, that it's more fun that shipwide communication isn't just some chat thing, but an actual PA system you would find on a real ship. If the captain wants to relay orders, he shouts over the speakers. If some grunt wants to report an anomaly up to the bridge, he walks and tells his superiors who have a two way relay with the bridge. Some bridge bunny opens a channel, receives the message, and speaks physically to the captain.

     

    For organisational or system communications I would have similar restrictions. If you're on a ship requesting landing access in a neutral nation's port, it's the bridge communicating directly to some tower on the ground. Make the relay device too power hungry or resource intensive so that you don't want to build multiple copies on ships. Just like how it's going to be difficult to put FTL drives on anything smaller than a generation ship.

     

    Same thing for system to system communications. Possible, but energy expensive. Not the kind of thing you would find on ships bar a capital ship that needs to communicate with other fleets.

     

    To be honest, the last example would probably be superseded by Discord. But I think this way, you can restrict regular chat to close range (~25m?) while still enabling in-game long range communication, without immersion breaking concepts such as being able to contact someone halfway across the galaxy with nothing more than a pocket radio.

     

    I couldn't have said it better!

  5. You can just use external programs that run in the background like discord. And there are highly legitimate reasons as to not have this. Trolls who won't shut up, load mouths, people interrupting while you're talking and uses more space on the servers. Granted there would most likely be a mute feature but still it would be just a easy and probably more convenient to use external chat programs.

     

    So lets say there is a random bunch of civilians in the street and your law enforcement and they have done something wrong. You could either take the time to Type to them. Or Invite them it a discord server or whatever else. Or just press a button on your keyboard. Using Discord, Skype Curse or anything else is way to hard to run in these situations. You would run into too many people and getting contact information is inconvenient.

  6. 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

     

    They. Could add a feature that allows scripts to run for a limited time if they are remotely accessed but as message flow halts so does the scripts. And if your communicating ship to ship hopefully they would be in their ship for the script to run. 

  7. I don't see how someone could say no to this. It's almost essential for trade and managing a government. Also its highly configurable and can be disabled completely if you don't want it. Saying no to an optional feature makes no sense. There is no proper reason against it i can think off besides mic spam and trolls. But like i said above its an optional feature.

  8. forgot some people are enjoying doing damage.

     

    well, then just allow people that are too loud to be shot even in safe zones.

     

    Simply just enable a local voice system that allows you to communicate in a 20-meter radius with it getting Dimmed the further you are away with barely being able to hear it at 20 meters. Then simply make it default to push to talk and allow an option that's easily spotted in options to disable it all together so you can hear any player. Then make two systems. One allows you to mute a specific player. And one allows you to "tune-in" to a player which would act like blocking out all the other players voices and only allowing theirs. See no reason why this is a no, besides development resources. Since all players can disable it easily. 

  9. My original idea before territorial units were announced was simply using a military as a deterrent to keep citizens in check like what happens in the real world. You know if you steal. You will be arrested and if you resist and continue to resist, it may end with your death. My idea for how this would work would be Like the following Scenario.

    I spawn into the game for the first time and after a few hours, i settle on a small moon. I set up turrets and attack anyone who comes near trying to destroyer what I have built. Then I decide while I'm offline I Would team up with someone in an Alternate time zone to keep watch and we share resources. And then we would gather more and more people until the Base always has at least one person maintaining it. And then after a long while, this Base would expand into a city. With every citizen understanding the basic rules. And if one citizen broke them all the others would feel disgusted by their actions and they would become alienated and easy for law enforcement to punish the accused.

  10. There should probably need a report function, as in-game voice chat without it simply gives people a way to verbally abuse each other. Text chat is much easier to manage as there is a record, and it can have screenshots taken, but it is much trickier with voice chat.

     

    I've got a hunch that the fact that it is subscription based mayyy be enough to keep people from using DU as a harassment simulator, but they announced a free trial period, what is to keep people from using throwaway accounts to verbally assault people?

     

    I do think there should be a voice chat function, however just playing devil's advocate here. If there was a setting in-between accept all and mute all, where you can accept to chat with specific players but don't hear the unwashed masses, that would solve this problem as well.

     

    What people say should not be moderated. I'd expect people to curse and even swear in a game like this. The problem is when people become racist or offensive to other players outside the game world. If for example you're on a bridge giving orders and your last words are "F*ck" before the bridge is destroyed. Or a pirate gang leader gives some amazing speech with curses in it. Personally, the swearing doesn't get me but when some child comes on and screams into his mic for a long time. Even though I don't think people would pay for the subscription just to scream into there mics. 

  11. So let's say my organisation, for example, the Empire.  Uses the same technology as the ark ship in an area?. The Empire is rather a government and not a company so civilians and Military need to be kept distant and the civilians who do wrong things need to be punished. For example, let's say a criminal who is a part of the Empire attempts to kill an officer and then flees. Would PVP be enabled so you can shoot them down or would everyone in an Org be protected? Are there any ideas from devs to change how claiming and such works for government rather than organisations? Or is there a way for it all to work? 

     

    What do you think?

  12. Have you any experience with this?

    Spending most of your time muting players isnt fun.

     

    Just sayin' ;)

     

    Well, the thing is where would you run into a player? And if it's in a gathering every other player may feel the same about the guy and "force" him to stop. Maybe you could run into him in a street in a city were he is screaming as people pass. And if that was the case it wouldn't be that hard to mute him. And before that someone else might have complained and the local Authorities of the city would have already dealt with him. And I doubt this game would be full of people screaming into their microphones especially with push to talk being default. And if a city can be built and sustained in the first place you would think the people who built it are also formal enough not to scream into their microphones for pointless reasons. 

  13. If implemented, you don't need some kind of 'reputation', because that implies a faction of some sort. My reputation score is bad, because I broke 20 contracts. Yeah nice, but to whom it is bad? To 1 out of 500 Orgs? To the ruling Org? That ruling Org might change - then my rep is perfect again...

     

    It would make more sense if its just a plain number: 480/500 contracts fulfilled or something.

     

    I would just prefer an emergent approach to this whole thing: get players to write some sort of contract they want, sign it out of game if needed and then do the job. Or don't. Let players figure out a way to deal with that basterd who scammed them and let them spread the word about that scoundrel.

     

    I didn't mean an actual implementation of Reputation into the game as something that is measured. But rather players make deals depending on their trust or willingness to take risks and trust players. And they could base their trust on news that other Players have told them or what they have heard of them. 

  14. It should be a very short ranged distance as well. before it falls off. And if its easy to mute it would be hard to exploit since most players won't be very close to each other or close enough to hear each other all the time. And if some annoying guy is screaming into the mic you could either walk away or mute him. 

  15. [Notice] I did make this thread earlier but I didn't have all the information and this time I also decided I would include a poll for user input. 

     

    I have two suggestions. 

     

    My first suggestion is Wireless LUA. which allows you to send packets of data to other ships. The packets would have to be sent in a string form but can be converted. This would allow for more complexity into the game allowing some new business's and opportunities to open up in the area. Players and companies can set up communications networks. that you can use to privately message someone across worlds in the game. This can also be used for remote control for example. 

    Someone could use this to build a drone. They could tell the program to go left 10 meters and it will send a message to a ship which will translate it and respond accordingly. There could also be a Self-destruct code for instance. Like of a ship is lost and you have a password to destroy it you can. 

     

    Syntax would probably go as follows:

     

    Sending packets:

    packet.send(id,"message")
    

    Reading and Responding:

    if packet.read == "7789" then
        self_destruct()
    end
    

    The id function is used to represent a specific ship. Every ship would have their own ID and to get it an example of syntax would be:

    get_id()
    

    Players would store their ships ID's in a sort of phone book. And telecommunication organisations could make their own massive unified phone book of numbers used to communicate with other organisations ships.  

     

    My second Suggestion.

     

    My second suggestion is a complete terminal interface on which to program a ship from. Compared to dragging components into different slots and writing code into those components. This could be optional like a button to toggle which views your most comfortable with. The terminal view should allow you to see and access everything about the ship like a startup script and even file management. This would allow people to build an OS on which their ships runs and even sell it allowing more programming possibilities yet again. 

     

     

     

    What do you think?

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