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Violet

Alpha Tester
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Everything posted by Violet

  1. Ultimately you have to accept an online MMO game like this is a living thing, we can hope that it will get better and add features that we want but one thing for certain is that the game 2 years after release will be very different from the game on release day. They can do lots of things to mitigate the shock of new features coming in, telling players before hand, running a test server with new features a few months in advance and slowly ramping up the impact of things like food or weather damage. The only things that I think could be absolutely game breaking is if they want to change the terrain generation algorithm for planets to add something like new ore types or features like caves, these need to be set in stone (excuse the pun) from day one. Yes maybe they can update it when they add new planets and systems in but Alioth cannot change after the release.
  2. When the devs stated they weren't going to do collision damage I took it as meaning they wouldn't do the sort of deformation based damaged that occurs in space engineers. Since I am assuming we are not going to have a game where we can fly our ships through other ships and buildings there will be collision detection, and since ship versus ship combat will be a thing (eventually) ships will be damageable with weapons. Knowing a bit about programming and physics engines detecting when and where a collision occurs should not be a hard thing to do, every physics engine has this as an event you can capture, the damage that is taken could be very simple it could be as basic as hit points, but I would suggest just removing a certain number of voxels in a sphere around the contact point based on the amount of energy dissipated in the impact. You could have different amounts based on the material so denser materials absorb more damage and mean fewer voxels "destroyed" This still leaves the gameplay problem of ramming, I would suggest making the proportion of damage energy distributed to each party based on how fast they were going relative to each other. So if one person is stationary (or a building) they take no damage and the other takes all damage, but if they are equally traveling at the same speed directly at each other they share the damage 50/50. This isn't very realistic, obviously, but it makes ramming as a strategy impossible but still add some risks for reckless flying.
  3. I want to dig into the side of a mountain and have a nice vista of some valley from the main room of my base
  4. I don't rember which video it was in but JC stated that they didn't want to have real orbits as it added too much complexity when navigating between them.
  5. It's going to be a long time before we will actually see functioning government like organisations in DU. I think these orgs like the TU are a probably going to fail pretty hard when they have recruited all these people to roles but don't yet have the material wealth to actually implement their plans. The way I see thing happening is people coming together for mutual defense and trade, first just pooling resources to build a territory unit around a trade post, then some defenses and a milita force. As a "safe" area is established and faith in the leaders of the organisation is built then they might start renting out space to people which becomes the revenue stream for more formal types of police an military. The idea that anyone will pay taxes is laughable, you can't force anyone to do anything so people will just leave unless you can offer them something in return.
  6. Yes, I was so happy to see that. All the previous videos made the vessels seem kind of magic and fake. That fighter design they did in earlier videos would never get off the ground in reality. It makes me wonder what their plans are for in atmosphere vessels are going to be, are we going to have wing elements to generate lift like planes or are we going to need to add massive thrusters to hover in the air? Obviously as anyone who has played ksp knows realistic engines and gravity are harsh as hell, I can except magic science fiction thrusters that can produce huge forces to make the game fun but it would be cool if we could save money and fuel by having wing elements for producing lift. Also is there going to be drag in space? Or a speed Limit?
  7. Violet

    FR ?

    Salut d'un britannique Je peux parler un peu de français Pero mi español es mejor I understand why Novaquark are choosing English, French nationalists maybe a little salty about it but English is the "Lingua franca" of the world. Even in the EU (excluding the UK and ROI) English is the most commonly spoken language when you include people's second languages which is spoken by 51% of people. It's economics at the end of the day, if you have to do everything bilingual its an added cost. That said, please do post more in french I'm trying to improve my own french and reading something I'm interested in would really help me
  8. Simple question, is Ailoth going to have bodies of water (lakes, oceans, etc)? I can except that water physics are really hard but having it as some sort of "non solid" material that is created by the world gen but does flow or change shape to fill it's vessel would make planets feel a lot more realistic. I only ask as doing water is something you need to have in the first release, you can't really add oceans in as a patch ????
  9. If you are going to do this, you pretty much have to choose Paris right?
  10. Yeah but being able to sync them so users see the same thing is kinda crucial for a lot of the use cases people have talked about
  11. This sounds weird, how does this work from a lore perspective? "Drones fly out of the dispense and deliver food directly into the users face when they require nourishment"
  12. I really like this idea but not at launch, this would be an update down the line. Food is something that should act more like a buff/debuff rather than something that will cause you to starve to death. Games like ARK are really annoying because you burn calories in that game at an insane rate, like seriously you don't need to eat every 5 minutes! It should be like if you don't eat for several hours you get a "hungry" debuff that makes you a bit slower and your aiming a bit worse, nothing that would bother you if you are standing around in a safe area building but enough of an edge that it becomes a factor in PVP The ark ship should give out free "nutrient paste" a bland tasteless food that is just enough to remove this debuff. Coffee could heighten your senses, make your aim better and give you a better results from crafting. Perhaps even narcotics, that cause you to have a severe withdrawal debuff when it wears off Farming should be as involved as mining, I'm thinking there could be areas with high/low PH, Nitrogen, Temperature, sunlight, presence of water as well as each planet having its own atmospheric properties. Finding a good place to farm potatoes should make a significant difference to growth rate. And if you want to invest the skill points you should be able to make hydroponic bays for growing food in space.
  13. Great Idea, I'll make sure to record anything that seems important for prosperity.
  14. What OP was asking about has basically been confirmed by JC The one caveat that has been said is that the scripts execute in the client rather than the server. Now this might necessarily not be a problem but it means that each user that comes and interacts with a terminal will be seeing their own local instance of whatever script is controlling the terminal. What is not clear is how we will be able to share and persist state. I hope they either allow some sort of "database/memory element" that you can retrieve/store data in that is the same for all users. While allowing third party call to player own services on the internet would be cool, I think it would break the immersion and be too powerful a feature.
  15. This puts things in perspective. I felt a little disappointed with how much DU raised compared to other games but actually it's a decent haul considering the time of the campaign.
  16. Good point, don't put all your eggs in one basket as they say.
  17. I don't think I'm going to lone wolf it but it makes sense to have one person in the org who is maxing out their refining skill and takes care of handling processing of resources. I have to say I'm most excited about the community aspects of this game so taking on a role where I'm in a position to be creating trade networks is appealing
  18. Personally I hope to either work with a company or by my self set up an exchange where people can bring their raw resources and trade them for equivalents amounts of refined versions (minus a reasonable profit of course) or cash if they want. It would be cool to create this sort of hub to bring people in who are doing the mining thing and offer them everything they need, if I can leverage putting skill points into refining we can both benefit from the exchanging of specializations. They getting a more efficient conversion than if they had done it themselves, me getting more raw resources than I could get with my specializations. Eventually this could grow into a hub where people start to settle and form a community around
  19. I think the actual mining part of mining in DU is going to fairly short and easy. The time consuming and difficult part will be finding meaningfully sized deposits to start with. EVE is easy you scan, select a rock and press buttons, with DU you have to scan, scan, scan, combine the results, dig a mine shaft and then you can mine the deposit, all whilst either trying to keep hidden or keep people way who are going to try and skip the hard bits and steal the ore from right under your nose. I don't even see how you can automate this? We have discussed mining element for constructs but how do you even automate mining in any efficient sense when the ore is hidden deep underground and you are in a totally free space with 6 degrees of movement. Turtle mining in Minecraft worked because ore deposits were fairly common and small so strip mining out an entire area made economic sense, in this case you would probably need to much fuel. This is why DU excites me, the devs seem to understand all the "perverse incentives" that happen with other games and have found clever ways to make something that was particularly grindy and easy to automate into something that is hard to automate and much more satisfying from a game play perspective.
  20. Players should be able to choose there own level or risk which the reflects great potential rewards. Obviously in the ark zones you are totally safe but opportunities to advance are limited Organisation will establish their own territories with their own law and police patrols. There is still a risk but it is much less than the lawless space. Territories in this context could be much greater than the tiles system supported by the game, an org might only have one or two TU in their main base/city but patrol and lay claim to a much larger area around them. If you get killed by another player here you should go to your org and file a police report. The game should have a combat/action log that can be exported (and is verifiable by the game) that you can say, here this guy killed me here and this is all the stuff I lost. They can then decide what to do whether to request arbitration with the perp or issue a warrant for their arrest/termination/bounty or declare them an outlaw so that they are KOS for anyone affiliated with that org and they cannot conduct trade within the territory. Different organisations will be able to secure the safety of their citizens, going out beyond the frontier or going places alone when security is not guaranteed will be tense but rewarding. Obviously police cant be everywhere at once but hopefully we could deploy scanners at the perimeter of territory to notify the police about player movement and relay that back to the HQ. Especially when a known pirate arrives in a territory, we would want to dispatch police gunships to intercept.
  21. Player drama. I want to see how well the current crop of declared organisations fare when they actually play, whether they can turn talk into action
  22. Haha. Yeah, its pretty ridiculous just because someone can write a nice bit of lore and do some fancy graphics doesn't mean they are going to be a good leader. If you want to be "free" then playing as a freelancer is going to be your deal, I suspect that most orgs will be relying on freelancers to fill a lot of the gaps when they need to gather a lot of resources for a project and getting an income from renting out "safe houses" to non org players. Inevitably though, if you want to do anything more than just survive and not be so completely vulnerable to bandits you have to work with other players and working with others means giving up some freedoms. What is the point of an org that does not place some duties on its members? This is the essence of it. The more an org asks of its members, and the better it inspires people to work together the more sucessful it will become, people will want to give up their freedoms to be part of a successful organisation.
  23. Making all of these plans and forming orgs/crews before alpha is fine and everything but it seems like nobody has heard the old saying "No plan survives contact with the enemy". I suspect what will happen is that there is going to be huge upheaval and change when people start playing the game as the material realities hit home. I always have to laugh when I look at orgs that have appointed admirals of the fleet, its amusing... I mean what fleet will you be commanding you have no ships yet! A lot of of these larger orgs are going to loose members pretty quickly when people realize they are paying taxes for protection that has yet to exist.
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